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mirror of https://gitlab.com/kelteseth/ScreenPlay.git synced 2024-11-23 03:02:30 +01:00
ScreenPlay/ScreenPlayShader/ShadertoyShader.qml
2020-09-27 16:59:24 +02:00

165 lines
4.1 KiB
QML

import QtQuick 2.12
import QtQuick.Controls 2.12
ShaderEffect {
id: root
// based on shadertoy default variables
readonly property vector3d iResolution: defaultResolution
readonly property vector3d defaultResolution: Qt.vector3d(
root.width, root.height,
root.width / root.height)
property real iTime: 0
property real iTimeDelta: 100
property int iFrame: 10
property real iFrameRate
property vector4d iMouse
//only Image or ShaderEffectSource
property var iChannel0: ich0
property var iChannel1: ich1
property var iChannel2: ich2
property var iChannel3: ich3
property var iChannelTime: [0, 1, 2, 3]
property var iChannelResolution: [calcResolution(iChannel0), calcResolution(
iChannel1), calcResolution(iChannel2), calcResolution(iChannel3)]
property vector4d iDate
property real iSampleRate: 44100
property bool hoverEnabled: false
property bool running: true
function restart() {
root.iTime = 0
running = true
timer1.restart()
}
function calcResolution(channel) {
if (channel) {
return Qt.vector3d(channel.width, channel.height,
channel.width / channel.height)
} else {
return defaultResolution
}
}
Image {
id: ich0
visible: false
}
Image {
id: ich1
visible: false
}
Image {
id: ich2
visible: false
}
Image {
id: ich3
visible: false
}
Timer {
id: timer1
running: root.running
triggeredOnStart: true
interval: 16
repeat: true
onTriggered: {
root.iTime += 0.016
}
}
Timer {
running: root.running
interval: 1000
property date currentDate: new Date()
onTriggered: {
currentDate = new Date()
root.iDate.x = currentDate.getFullYear()
root.iDate.y = currentDate.getMonth()
root.iDate.z = currentDate.getDay()
root.iDate.w = currentDate.getSeconds()
}
}
readonly property string gles2Ver: "
#define texture texture2D
precision mediump float;"
readonly property string gles3Ver: "#version 300 es
#define varying in
#define gl_FragColor fragColor
precision mediump float;
out vec4 fragColor;"
readonly property string gl3Ver: "
#version 150
#define varying in
#define gl_FragColor fragColor
#define lowp
#define mediump
#define highp
out vec4 fragColor;"
readonly property string gl3Ver_igpu: "
#version 130
#define varying in
#define gl_FragColor fragColor
#define lowp
#define mediump
#define highp
out vec4 fragColor;"
readonly property string gl2Ver: "
#version 110
#define texture texture2D"
property string versionString: (GraphicsInfo.majorVersion === 3
|| GraphicsInfo.majorVersion === 4) ? gl3Ver : gl2Ver
vertexShader: "
uniform mat4 qt_Matrix;
attribute vec4 qt_Vertex;
attribute vec2 qt_MultiTexCoord0;
varying vec2 qt_TexCoord0;
varying vec4 vertex;
void main() {
vertex = qt_Vertex;
gl_Position = qt_Matrix * vertex;
qt_TexCoord0 = qt_MultiTexCoord0;
}"
readonly property string forwardString: versionString + "
varying vec2 qt_TexCoord0;
varying vec4 vertex;
uniform lowp float qt_Opacity;
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform int iFrame;
uniform float iFrameRate;
uniform float iChannelTime[4];
uniform vec3 iChannelResolution[4];
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;"
readonly property string startCode: "
void main(void)
{
mainImage(gl_FragColor, vec2(vertex.x, iResolution.y - vertex.y));
}"
property bool runShader: true
property string pixelShader
onPixelShaderChanged: root.fragmentShader = forwardString + pixelShader + startCode
}