// Copyright (C) 2025 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D sourceItem; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; // reserved float qt_Opacity; // reserved float amplitude; float frequency; float time; } args; void main() { vec2 p = sin(args.time + args.frequency * qt_TexCoord0); fragColor = texture(sourceItem, qt_TexCoord0 + args.amplitude * vec2(p.y, -p.x)) * args.qt_Opacity; }