2014-06-06 14:53:33 +00:00
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/****************************************************************************
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**
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2017-09-28 13:54:49 +00:00
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2014-06-06 14:53:33 +00:00
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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2017-09-28 13:54:49 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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2014-06-06 14:53:33 +00:00
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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2015-02-13 11:35:35 +00:00
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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2014-06-06 14:53:33 +00:00
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.2
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import QtQuick.Particles 2.0
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import fbitem 1.0
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Rectangle {
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id: root
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property alias currentText: edit.text
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property alias multisample: fbitem.multisample
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2014-09-09 12:57:31 +00:00
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property bool translucency: false
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gradient: Gradient {
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id: grad
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GradientStop { position: 0; color: "steelblue" }
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GradientStop { position: 1; color: "black" }
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}
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onTranslucencyChanged: {
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if (translucency) {
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root.color = "transparent";
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root.gradient = null;
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} else {
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root.color = "white";
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root.gradient = grad;
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}
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}
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2014-06-06 14:53:33 +00:00
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ParticleSystem {
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anchors.fill: parent
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running: true
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ImageParticle {
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source: "qrc:///particleresources/glowdot.png"
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alpha: 0
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colorVariation: 1
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}
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Emitter {
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anchors.fill: parent
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lifeSpan: 3000
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emitRate: 30
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size: 50
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sizeVariation: 10
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velocity: PointDirection { xVariation: 10; yVariation: 10; }
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acceleration: PointDirection {
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y: -10
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xVariation: 5
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yVariation: 5
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}
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}
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}
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Rectangle {
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y: 10
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width: parent.width / 2
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height: edit.contentHeight + 4
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anchors.horizontalCenter: parent.horizontalCenter
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border.color: "gray"
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border.width: 2
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radius: 8
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color: "lightGray"
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clip: true
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TextInput {
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id: edit
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anchors.horizontalCenter: parent.horizontalCenter
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maximumLength: 30
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focus: true
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font.pointSize: 20
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}
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}
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FbItem {
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id: fbitem
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anchors.fill: parent
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SequentialAnimation on eye.y {
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loops: Animation.Infinite
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NumberAnimation {
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from: 0
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to: 0.15
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duration: 1000
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}
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NumberAnimation {
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from: 0.15
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to: 0
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duration: 2000
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}
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}
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SequentialAnimation on eye.x {
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loops: Animation.Infinite
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NumberAnimation {
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from: 0
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to: -0.5
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duration: 3000
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}
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NumberAnimation {
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from: -0.5
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to: 0.5
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duration: 3000
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easing.type: Easing.OutQuad
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}
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NumberAnimation {
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from: 0.5
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to: 0
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duration: 1000
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}
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}
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SequentialAnimation on rotation.y {
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loops: Animation.Infinite
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NumberAnimation {
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from: 0
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to: 360
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duration: 5000
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}
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NumberAnimation {
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from: 360
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to: 0
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duration: 2500
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}
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}
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SequentialAnimation on rotation.x {
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loops: Animation.Infinite
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NumberAnimation {
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from: 0
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to: 360
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duration: 6000
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}
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NumberAnimation {
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from: 360
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to: 0
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duration: 3000
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}
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}
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}
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Text {
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id: effText
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text: edit.text
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anchors.centerIn: parent
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font.pointSize: 60
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style: Text.Outline
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styleColor: "green"
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}
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ShaderEffectSource {
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id: effSource
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sourceItem: effText
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hideSource: true
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}
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ShaderEffect {
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SequentialAnimation on scale {
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loops: Animation.Infinite
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NumberAnimation { from: 1.0; to: 2.0; duration: 1000; easing.type: Easing.InCirc }
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PauseAnimation { duration: 1000 }
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NumberAnimation { from: 2.0; to: 0.5; duration: 1000; easing.type: Easing.OutExpo }
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NumberAnimation { from: 0.5; to: 1.0; duration: 500 }
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PauseAnimation { duration: 1000 }
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}
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width: effText.width
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height: effText.height
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anchors.centerIn: parent
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property variant source: effSource
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property real amplitude: 0.002
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property real frequency: 10
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property real time: 0
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NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 1000 }
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fragmentShader:
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"uniform lowp float qt_Opacity;" +
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"uniform highp float amplitude;" +
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"uniform highp float frequency;" +
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"uniform highp float time;" +
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"uniform sampler2D source;" +
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"varying highp vec2 qt_TexCoord0;" +
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"void main() {" +
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" highp vec2 p = sin(time + frequency * qt_TexCoord0);" +
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" gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" +
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"}"
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}
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}
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