/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 Qt3D 1.0 //The shadereffect, that is applied to every laseritem ShaderProgram { property real angle : 1.0 property string texture2: "laser2.png" property real interpolationFactor : 1.0 SequentialAnimation on interpolationFactor { running: true; loops: Animation.Infinite NumberAnimation { from: 0.3; to: 0.7; duration: 800 } PauseAnimation { duration: 200 } NumberAnimation { from: 0.7; to: 0.3; duration: 800 } PauseAnimation { duration: 500 } } NumberAnimation on angle{ from:0 to: Math.PI duration: 1000; running: true; loops: Animation.Infinite; } blending: true texture: "laser.png" vertexShader: " attribute highp vec4 qt_Vertex; uniform mediump mat4 qt_ModelViewProjectionMatrix; attribute highp vec4 qt_MultiTexCoord0; varying mediump vec4 texCoord; void main(void) { gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; texCoord = qt_MultiTexCoord0; } " fragmentShader: " varying highp vec4 texCoord; uniform sampler2D qt_Texture0; uniform sampler2D texture2; uniform mediump float angle; uniform mediump float interpolationFactor; uniform mediump float hallo; void main() { //The rotation matrix mat2 RotationMatrix = mat2( cos( angle ), -sin( angle ), sin( angle ), cos( angle )); vec2 textureC = RotationMatrix*(texCoord.st-vec2(0.5))+vec2(0.5); mediump vec4 texture1Color = texture2D(qt_Texture0, textureC); mediump vec4 texture2Color = texture2D(texture2, textureC); mediump vec4 textureColor = mix(texture1Color, texture2Color, interpolationFactor); gl_FragColor = textureColor; } " }