mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-11-23 03:02:30 +01:00
165 lines
4.1 KiB
QML
165 lines
4.1 KiB
QML
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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// based on shadertoy default variables
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readonly property vector3d iResolution: defaultResolution
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readonly property vector3d defaultResolution: Qt.vector3d(
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root.width, root.height,
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root.width / root.height)
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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 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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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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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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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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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
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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
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|| GraphicsInfo.majorVersion === 4) ? 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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property bool runShader: true
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property string pixelShader
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onPixelShaderChanged: root.fragmentShader = forwardString + pixelShader + startCode
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}
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