''' Example usage of the effectwidget. Currently highly experimental. ''' from kivy.app import App from kivy.uix.effectwidget import (EffectWidget, shader_header, shader_uniforms, effect_monochrome, effect_trivial, EffectFbo) from kivy.uix.image import Image from kivy.uix.floatlayout import FloatLayout from kivy.uix.scatter import Scatter from kivy.uix.button import Button plasma_shader = shader_header + ''' uniform vec2 resolution; uniform float time; void main(void) { float x = gl_FragCoord.x; float y = gl_FragCoord.y; vec4 normal_rgba = texture2D(texture0, tex_coord0); float mov0 = x+y+cos(sin(time)*2.)*100.+sin(x/100.)*1000.; float mov1 = y / resolution.y / 0.2 + time; float mov2 = x / resolution.x / 0.2; float c1 = abs(sin(mov1+time)/2.+mov2/2.-mov1-mov2+time); float c2 = abs(sin(c1+sin(mov0/1000.+time)+ sin(y/40.+time)+sin((x+y)/100.)*3.)); float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.))); gl_FragColor = vec4( normal_rgba.x, c2, normal_rgba.y, 1.0); } ''' shader_monochrome = shader_header + ''' void main() { vec4 rgb = texture2D(texture0, tex_coord0); float c = (rgb.x + rgb.y + rgb.z) * 0.3333; gl_FragColor = vec4(c, c, c, 1.0); } ''' shader_postprocessing = shader_header + ''' uniform vec2 uvsize; uniform vec2 uvpos; void main(void) { vec2 q = tex_coord0 * vec2(1, -1); vec2 uv = 0.5 + (q-0.5);//*(0.9);// + 0.1*sin(0.2*time)); vec3 oricol = texture2D(texture0,vec2(q.x,1.0-q.y)).xyz; vec3 col; col.r = texture2D(texture0,vec2(uv.x+0.003,-uv.y)).x; col.g = texture2D(texture0,vec2(uv.x+0.000,-uv.y)).y; col.b = texture2D(texture0,vec2(uv.x-0.003,-uv.y)).z; col = clamp(col*0.5+0.5*col*col*1.2,0.0,1.0); //col *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y); col *= vec3(0.8,1.0,0.7); col *= 0.9+0.1*sin(10.0*time+uv.y*1000.0); col *= 0.97+0.03*sin(110.0*time); float comp = smoothstep( 0.2, 0.7, sin(time) ); //col = mix( col, oricol, clamp(-2.0+2.0*q.x+3.0*comp,0.0,1.0) ); gl_FragColor = vec4(col,1.0); } ''' class EffectApp(App): def build(self): # create our widget tree root = FloatLayout() sw = EffectWidget() root.add_widget(sw) #sw.fs = plasma_shader sw.effects.append(effect_monochrome) sw.add_widget(Image(size_hint=(1, 1), pos_hint={'x': 0, 'y': 0}, source='colours.png', allow_stretch=True, keep_ratio=False)) # add a button and scatter image inside the shader widget btn = Button(text='Hello world', size_hint=(None, None), pos_hint={'center_x': .25, 'center_y': .5}) def press_func(*args): print 'button pressed!' btn.bind(on_press=press_func) sw.add_widget(btn) return root EffectApp().run()