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- /****************************************************************************
- **
- ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
- ** Contact: http://www.qt-project.org/legal
- **
- ** This file is part of the examples of the Qt Toolkit.
- **
- ** $QT_BEGIN_LICENSE:BSD$
- ** You may use this file under the terms of the BSD license as follows:
- **
- ** "Redistribution and use in source and binary forms, with or without
- ** modification, are permitted provided that the following conditions are
- ** met:
- ** * Redistributions of source code must retain the above copyright
- ** notice, this list of conditions and the following disclaimer.
- ** * Redistributions in binary form must reproduce the above copyright
- ** notice, this list of conditions and the following disclaimer in
- ** the documentation and/or other materials provided with the
- ** distribution.
- ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
- ** of its contributors may be used to endorse or promote products derived
- ** from this software without specific prior written permission.
- **
- **
- ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
- **
- ** $QT_END_LICENSE$
- **
- ****************************************************************************/
- import QtQuick 2.0
- import ViewportItems 1.0
- Item {
- id:root;
- width: 1024
- height: 600
- // The checkers background
- ShaderEffect {
- id: tileBackground
- anchors.fill: parent
- property real tileSize: 16
- property color color1: Qt.rgba(0.9, 0.9, 0.9, 1);
- property color color2: Qt.rgba(0.85, 0.85, 0.85, 1);
- property size pixelSize: Qt.size(width / tileSize, height / tileSize);
- fragmentShader:
- "
- uniform lowp vec4 color1;
- uniform lowp vec4 color2;
- uniform highp vec2 pixelSize;
- varying highp vec2 qt_TexCoord0;
- void main() {
- highp vec2 tc = sign(sin(3.14152 * qt_TexCoord0 * pixelSize));
- if (tc.x != tc.y)
- gl_FragColor = color1;
- else
- gl_FragColor = color2;
- }
- "
- }
- ShaderEffect {
- // width: 160
- // height: 160
- anchors.fill: parent
- property variant src: renderer
- property real amplitude: 0.04 + 0.5
- property real frequency: 20
- property real time: 0
- NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
- fragmentShader:
- "uniform lowp float qt_Opacity;" +
- "uniform highp float amplitude;" +
- "uniform highp float frequency;" +
- "uniform highp float time;" +
- "uniform sampler2D source;" +
- "varying highp vec2 qt_TexCoord0;" +
- "void main() {" +
- " highp vec2 p = sin(time + frequency * qt_TexCoord0);" +
- " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" +
- "}"
- }
- Image {
- id: butts;
- x: 300;
- y: 50;
- width: 300;
- height: width;
- source: "/home/preet/mrsnrub.jpg"
- }
- Rectangle {
- id: labelFrame
- anchors.margins: -10
- radius: 5
- color: "white"
- border.color: "black"
- opacity: 0.8
- anchors.fill: label
- // RotationAnimation on rotation {
- // from: 0; to: 360; duration: 4000; loops: Animation.Infinite;
- // }
- }
- Text {
- id: label
- anchors.bottom: renderer.bottom
- anchors.left: renderer.left
- anchors.right: renderer.right
- anchors.margins: 20
- wrapMode: Text.WordWrap
- text: "The blue rectangle with the vintage 'Q' is an FBO, rendered by the application on the scene graph rendering thread. It is displayed using a QSGSimpleTextureNode."
- }
- }
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