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@ -9,6 +9,9 @@ import Qt.labs.platform 1.0
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import ScreenPlay 1.0
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import Settings 1.0
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import ScreenPlay.Shader 1.0
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import "ShaderWrapper" as ShaderWrapper
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import "qml/"
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import "qml/Monitors" as Monitors
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import "qml/Common" as Common
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@ -34,6 +37,8 @@ ApplicationWindow {
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}
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}
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// Partial workaround for
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// https://bugreports.qt.io/browse/QTBUG-86047
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Material.accent: Material.color(Material.Orange)
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170
ScreenPlayShader/ScreenPlayShader.qml
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170
ScreenPlayShader/ScreenPlayShader.qml
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@ -0,0 +1,170 @@
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import QtQuick 2.12
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import QtQuick.Controls 2.12
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ShaderEffect {
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id: root
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property real speed: 1
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readonly property vector3d defaultResolution: Qt.vector3d(
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root.width,
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root.height,
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root.width / root.height)
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function calcResolution(channel) {
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if (channel) {
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return Qt.vector3d(channel.width, channel.height,
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channel.width / channel.height)
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} else {
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return defaultResolution
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}
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}
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// based on shadertoy default vartiables
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readonly property vector3d iResolution: defaultResolution
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property real iTime: 0
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property real iTimeDelta: 100
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property int iFrame: 10
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property real iFrameRate
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property double shaderSpeed: 1.0
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property vector4d iMouse
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//only Image or ShaderEffectSource
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property var iChannel0: ich0
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property var iChannel1: ich1
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property var iChannel2: ich2
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property var iChannel3: ich3
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property var iChannelTime: [0, 1, 2, 3]
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property var iChannelResolution: [calcResolution(iChannel0), calcResolution(
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iChannel1), calcResolution(iChannel2), calcResolution(iChannel3)]
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property vector4d iDate
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property real iSampleRate: 44100
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Image {
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id: ich0
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visible: false
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}
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Image {
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id: ich1
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visible: false
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}
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Image {
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id: ich2
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visible: false
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}
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Image {
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id: ich3
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visible: false
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}
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property bool hoverEnabled: false
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property bool running: true
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function restart() {
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root.iTime = 0
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running = true
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timer1.restart()
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}
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Timer {
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id: timer1
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running: root.running
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triggeredOnStart: true
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interval: 16
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repeat: true
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onTriggered: {
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root.iTime += 0.016 * speed
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}
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}
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Timer {
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running: root.running
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interval: 1000
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property date currentDate: new Date()
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onTriggered: {
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currentDate = new Date()
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root.iDate.x = currentDate.getFullYear()
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root.iDate.y = currentDate.getMonth()
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root.iDate.z = currentDate.getDay()
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root.iDate.w = currentDate.getSeconds()
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}
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}
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readonly property string gles2Ver: "
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#define texture texture2D
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precision mediump float;"
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readonly property string gles3Ver: "#version 300 es
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#define varying in
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#define gl_FragColor fragColor
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precision mediump float;
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out vec4 fragColor;"
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readonly property string gl3Ver: "
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#version 150
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#define varying in
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#define gl_FragColor fragColor
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#define lowp
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#define mediump
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#define highp
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out vec4 fragColor;"
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readonly property string gl3Ver_igpu: "
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#version 130
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#define varying in
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#define gl_FragColor fragColor
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#define lowp
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#define mediump
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#define highp
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out vec4 fragColor;"
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readonly property string gl2Ver: "
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#version 110
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#define texture texture2D"
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property string versionString: GraphicsInfo.majorVersion === 3 ? "gl3Ver" : "gl2Ver"
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vertexShader: "
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uniform mat4 qt_Matrix;
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attribute vec4 qt_Vertex;
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attribute vec2 qt_MultiTexCoord0;
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varying vec2 qt_TexCoord0;
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varying vec4 vertex;
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void main() {
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vertex = qt_Vertex;
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gl_Position = qt_Matrix * vertex;
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qt_TexCoord0 = qt_MultiTexCoord0;
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}"
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readonly property string forwardString: versionString + "
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varying vec2 qt_TexCoord0;
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varying vec4 vertex;
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uniform lowp float qt_Opacity;
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uniform vec3 iResolution;
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uniform float iTime;
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uniform float iTimeDelta;
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uniform int iFrame;
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uniform float iFrameRate;
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uniform float iChannelTime[4];
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uniform vec3 iChannelResolution[4];
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uniform vec4 iMouse;
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uniform vec4 iDate;
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uniform float iSampleRate;
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uniform sampler2D iChannel0;
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uniform sampler2D iChannel1;
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uniform sampler2D iChannel2;
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uniform sampler2D iChannel3;"
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readonly property string startCode: "
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void main(void)
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{
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mainImage(gl_FragColor, vec2(vertex.x, iResolution.y - vertex.y));
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}"
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readonly property string defaultPixelShader: "
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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fragColor = vec4(fragCoord, fragCoord.x, fragCoord.y);
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}"
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property bool runShader: true
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property string pixelShader: ""
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fragmentShader: forwardString + (pixelShader ? pixelShader : defaultPixelShader) + startCode
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}
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0
ScreenPlayShader/Testyyy.qml
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0
ScreenPlayShader/Testyyy.qml
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@ -1,18 +1,19 @@
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#include "screenplayshader_plugin.h"
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#include <qqml.h>
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#include <QQmlEngine>
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QObject* ScreenPlayShaderLibrarySingleton(QQmlEngine* engine, QJSEngine* scriptEngine)
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{
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Q_UNUSED(engine)
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Q_UNUSED(scriptEngine)
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//Add QRC
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// engine->addImportPath("qrc:/ShaderWrapper/");
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// engine->addImportPath("..");
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return new ShaderLibrary();
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}
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void ScreenPlayShaderPlugin::registerTypes(const char* uri)
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{
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Q_UNUSED(uri)
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qmlRegisterSingletonType<ShaderLibrary>(uri, 1, 0, "ShaderLibrary", ScreenPlayShaderLibrarySingleton);
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}
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@ -5,4 +5,8 @@
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<file>water.frag</file>
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<file>water.vert</file>
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</qresource>
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<qresource prefix="/ShaderWrapper">
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<file>ScreenPlayShader.qml</file>
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<file>Testyyy.qml</file>
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</qresource>
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</RCC>
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@ -7,7 +7,13 @@ ShaderLibrary::ShaderLibrary(QQuickItem* parent)
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lightningFragFile.open(QIODevice::ReadOnly);
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QFile lightningVertFile(":/lightning.vert");
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lightningVertFile.open(QIODevice::ReadOnly);
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m_lightning = std::make_unique<Shader>(lightningVertFile.readAll(),lightningFragFile.readAll());
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m_lightning = std::make_unique<Shader>(lightningVertFile.readAll(), lightningFragFile.readAll());
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QFile waterFragFile(":/water.frag");
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waterFragFile.open(QIODevice::ReadOnly);
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QFile waterVertFile(":/water.vert");
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waterVertFile.open(QIODevice::ReadOnly);
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m_water = std::make_unique<Shader>(waterVertFile.readAll(), waterFragFile.readAll());
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}
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ShaderLibrary::~ShaderLibrary()
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@ -61,6 +61,7 @@ class ShaderLibrary : public QQuickItem {
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Q_DISABLE_COPY(ShaderLibrary)
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Q_PROPERTY(Shader* lightning READ lightning WRITE setLightning NOTIFY lightningChanged)
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Q_PROPERTY(Shader* water READ water WRITE setWater NOTIFY waterChanged)
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public:
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explicit ShaderLibrary(QQuickItem* parent = nullptr);
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@ -71,6 +72,11 @@ public:
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return m_lightning.get();
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}
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Shader* water() const
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{
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return m_water.get();
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}
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public slots:
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void setLightning(Shader* lightning)
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{
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@ -81,9 +87,21 @@ public slots:
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emit lightningChanged(m_lightning.get());
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}
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void setWater(Shader* water)
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{
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if (m_water.get() == water)
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return;
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m_water.reset(water);
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emit waterChanged(m_water.get());
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}
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signals:
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void lightningChanged(Shader* lightning);
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void waterChanged(Shader* water);
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private:
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std::unique_ptr<Shader> m_lightning;
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std::unique_ptr<Shader> m_water;
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};
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@ -1,43 +1,59 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D qt_Texture0;
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varying vec4 qt_TexCoord0;
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uniform float reflectionOffset = 0; // allows player to control reflection position
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uniform float reflectionBlur = 0; // works only if projec's driver is set to GLES3, more information here https://docs.godotengine.org/ru/stable/tutorials/shading/screen-reading_shaders.html
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uniform float calculatedOffset = 0; // this is controlled by script, it takes into account camera position and water object position, that way reflection stays in the same place when camera is moving
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uniform float calculatedAspect = 1; // is controlled by script, ensures that noise is not affected by object scale
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uniform sampler2D noiseTexture;
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uniform float offsetStrength;
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uniform float maxOffset;
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//uniform float reflectionOffset; // allows player to control reflection position
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//uniform float reflectionBlur ; // works only if projec's driver is set to GLES3, more information here https://docs.godotengine.org/ru/stable/tutorials/shading/screen-reading_shaders.html
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//uniform float calculatedOffset ; // this is controlled by script, it takes into account camera position and water object position, that way reflection stays in the same place when camera is moving
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//uniform float calculatedAspect ; // is controlled by script, ensures that noise is not affected by object scale
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//uniform sampler2D noiseTexture;
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//uniform float offsetStrength;
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//uniform float maxOffset;
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uniform vec2 distortionScale = vec2(0.3, 0.3);
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uniform vec2 distortionSpeed = vec2(0.01, 0.02);
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//uniform vec2 distortionScale;
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//uniform vec2 distortionSpeed;
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uniform float waveSmoothing = .01;
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//uniform float waveSmoothing;
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uniform float mainWaveSpeed = 2.5;
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uniform float mainWaveFrequency = 20;
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uniform float mainWaveAmplitude = 0.005;
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//uniform float mainWaveSpeed ;
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//uniform float mainWaveFrequency ;
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//uniform float mainWaveAmplitude;
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uniform float secondWaveSpeed = 2.5;
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uniform float secondWaveFrequency = 20;
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uniform float secondWaveAmplitude = 0.015;
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//uniform float secondWaveSpeed ;
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//uniform float secondWaveFrequency ;
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//uniform float secondWaveAmplitude ;
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uniform float thirdWaveSpeed = 2.5;
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uniform float thirdWaveFrequency = 20;
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uniform float thirdWaveAmplitude = 0.01;
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//uniform float thirdWaveSpeed ;
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//uniform float thirdWaveFrequency ;
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//uniform float thirdWaveAmplitude ;
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uniform float squashing = 1.0;
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//uniform float squashing ;
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uniform vec4 shorelineColor = vec4(1.0, 1.0, 1.0, 1.0); //: hint_color = vec4(1.);
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uniform float shorelineSize = 0.0025; //: hint_range(0., 0.1) = 0.0025;
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uniform float shorelineFoamSize : hint_range(0., 0.1) = 0.0025;
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uniform float foamSpeed;
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uniform vec2 foamScale;
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//uniform vec4 shorelineColor; //: hint_color = vec4(1.);
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//uniform float shorelineSize; //: hint_range(0., 0.1) = 0.0025;
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//uniform float shorelineFoamSize ; // : hint_range(0., 0.1)
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//uniform float foamSpeed;
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//uniform vec2 foamScale;
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uniform float time;
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void main(void)
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{
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gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 texture_color = vec4(0.192156862745098, 0.6627450980392157, 0.9333333333333333, 1.0);
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vec4 k = vec4(time)*0.8;
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k.xy = uv * 7.0;
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float val1 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.5));
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float val2 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.2));
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float val3 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.5));
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vec4 color = vec4 ( pow(min(min(val1,val2),val3), 7.0) * 3.0)+texture_color;
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gl_FragColor = color;
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//gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);
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}
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@ -1,6 +1,9 @@
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import QtQuick 2.14
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import QtQml 2.14
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import ScreenPlayWallpaper 1.0
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import ScreenPlay.Shader 1.0
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import "ShaderWrapper" as ShaderWrapper
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Rectangle {
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id: root
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@ -218,4 +221,5 @@ Rectangle {
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}
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}
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}
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}
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