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# WaterEffect.qml Example File

declarative/shadereffects/qml/shadereffects/WaterEffect.qml

     /****************************************************************************
     **
     ** Copyright (C) 2012 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.
     **
     ** $QT_BEGIN_LICENSE:LGPL$
     ** Commercial License Usage
     ** Licensees holding valid commercial Qt licenses may use this file in
     ** accordance with the commercial license agreement provided with the
     ** Software or, alternatively, in accordance with the terms contained in
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     ** use the contact form at http://qt.digia.com/contact-us.
     **
     ** GNU Lesser General Public License Usage
     ** Alternatively, this file may be used under the terms of the GNU Lesser
     ** General Public License version 2.1 as published by the Free Software
     ** Foundation and appearing in the file LICENSE.LGPL included in the
     ** packaging of this file.  Please review the following information to
     ** ensure the GNU Lesser General Public License version 2.1 requirements
     ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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     ** rights.  These rights are described in the Digia Qt LGPL Exception
     ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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     ** GNU General Public License Usage
     ** Alternatively, this file may be used under the terms of the GNU
     ** General Public License version 3.0 as published by the Free Software
     ** Foundation and appearing in the file LICENSE.GPL included in the
     ** packaging of this file.  Please review the following information to
     ** ensure the GNU General Public License version 3.0 requirements will be
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     import QtQuick 1.0
     import Qt.labs.shaders 1.0

     Item {
         id: root
         property alias sourceItem: effectsource.sourceItem
         property real intensity: 1
         property bool waving: true
         anchors.top: sourceItem.bottom
         width: sourceItem.width
         height: sourceItem.height

         ShaderEffectItem {
             anchors.fill: parent
             property variant source: effectsource
             property real f: 0
             property real f2: 0
             property alias intensity: root.intensity
             smooth: true

             ShaderEffectSource {
                 id: effectsource
                 hideSource: false
                 smooth: true
             }

             fragmentShader:
                 "
                 varying highp vec2 qt_TexCoord0;
                 uniform sampler2D source;
                 uniform lowp float qt_Opacity;
                 uniform highp float f;
                 uniform highp float f2;
                 uniform highp float intensity;

                 void main() {
                     const highp float twopi = 3.141592653589 * 2.0;

                     highp float distanceFactorToPhase = pow(qt_TexCoord0.y + 0.5, 8.0) * 5.0;
                     highp float ofx = sin(f * twopi + distanceFactorToPhase) / 100.0;
                     highp float ofy = sin(f2 * twopi + distanceFactorToPhase * qt_TexCoord0.x) / 60.0;

                     highp float intensityDampingFactor = (qt_TexCoord0.x + 0.1) * (qt_TexCoord0.y + 0.2);
                     highp float distanceFactor = (1.0 - qt_TexCoord0.y) * 4.0 * intensity * intensityDampingFactor;

                     ofx *= distanceFactor;
                     ofy *= distanceFactor;

                     highp float x = qt_TexCoord0.x + ofx;
                     highp float y = 1.0 - qt_TexCoord0.y + ofy;

                     highp float fake = (sin((ofy + ofx) * twopi) + 0.5) * 0.05 * (1.2 - qt_TexCoord0.y) * intensity * intensityDampingFactor;

                     highp vec4 pix =
                         texture2D(source, vec2(x, y)) * 0.6 +
                         texture2D(source, vec2(x-fake, y)) * 0.15 +
                         texture2D(source, vec2(x, y-fake)) * 0.15 +
                         texture2D(source, vec2(x+fake, y)) * 0.15 +
                         texture2D(source, vec2(x, y+fake)) * 0.15;

                     highp float darken = 0.6 - (ofx - ofy) / 2.0;
                     pix.b *= 1.2 * darken;
                     pix.r *= 0.9 * darken;
                     pix.g *= darken;

                     gl_FragColor = qt_Opacity * vec4(pix.r, pix.g, pix.b, 1.0);
                 }
                 "

             NumberAnimation on f {
                 running: root.waving
                 loops: Animation.Infinite
                 from: 0
                 to: 1
                 duration: 2410
             }
             NumberAnimation on f2 {
                 running: root.waving
                 loops: Animation.Infinite
                 from: 0
                 to: 1
                 duration: 1754
             }
         }
     }