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authorJyri Tahtela <jyri.tahtela@nokia.com>2011-06-27 08:47:01 (GMT)
committerJyri Tahtela <jyri.tahtela@nokia.com>2011-06-27 08:47:01 (GMT)
commit9f3fc0e9ce48c52c33c0ea9ff3f8b04d0c276267 (patch)
treee7d472a44f7b1c95961f8f31d792e8a04cf66c34 /examples/declarative/shadereffects/qml/DropShadowEffect.qml
parentf078275a2a4b2a279a6fcc24df3c21fe8b21f007 (diff)
parent36a464681a349a0915f821786b4617695c1d02d4 (diff)
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Merge remote-tracking branch 'qt/4.8'
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diff --git a/examples/declarative/shadereffects/qml/DropShadowEffect.qml b/examples/declarative/shadereffects/qml/DropShadowEffect.qml
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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** 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.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 1.0
+import Qt.labs.shaders 1.0
+
+Item {
+ id: main
+ property real blur: 0.0
+ property alias color: shadowEffectWithHBlur.color
+ property alias sourceItem: source.sourceItem
+
+ ShaderEffectSource {
+ id: source
+ smooth: true
+ hideSource: false
+ }
+
+ ShaderEffectItem {
+ id: shadowEffectWithHBlur
+ anchors.fill: parent
+
+ property color color: "grey"
+ property variant sourceTexture: source;
+ property real xStep: main.blur / main.width
+
+ vertexShader:"
+ uniform highp mat4 qt_ModelViewProjectionMatrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ uniform highp float xStep;
+ varying highp vec2 qt_TexCoord0;
+ varying highp vec2 qt_TexCoord1;
+ varying highp vec2 qt_TexCoord2;
+ varying highp vec2 qt_TexCoord4;
+ varying highp vec2 qt_TexCoord5;
+ varying highp vec2 qt_TexCoord6;
+
+ void main(void)
+ {
+ highp vec2 shift = vec2(xStep, 0.);
+ qt_TexCoord0 = qt_MultiTexCoord0 - 2.5 * shift;
+ qt_TexCoord1 = qt_MultiTexCoord0 - 1.5 * shift;
+ qt_TexCoord2 = qt_MultiTexCoord0 - 0.5 * shift;
+ qt_TexCoord4 = qt_MultiTexCoord0 + 0.5 * shift;
+ qt_TexCoord5 = qt_MultiTexCoord0 + 1.5 * shift;
+ qt_TexCoord6 = qt_MultiTexCoord0 + 2.5 * shift;
+ gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
+ }
+ "
+
+ fragmentShader:"
+ uniform highp vec4 color;
+ uniform lowp sampler2D sourceTexture;
+ varying highp vec2 qt_TexCoord0;
+ varying highp vec2 qt_TexCoord1;
+ varying highp vec2 qt_TexCoord2;
+ varying highp vec2 qt_TexCoord4;
+ varying highp vec2 qt_TexCoord5;
+ varying highp vec2 qt_TexCoord6;
+
+ void main() {
+ highp vec4 sourceColor = (texture2D(sourceTexture, qt_TexCoord0) * 0.1
+ + texture2D(sourceTexture, qt_TexCoord1) * 0.15
+ + texture2D(sourceTexture, qt_TexCoord2) * 0.25
+ + texture2D(sourceTexture, qt_TexCoord4) * 0.25
+ + texture2D(sourceTexture, qt_TexCoord5) * 0.15
+ + texture2D(sourceTexture, qt_TexCoord6) * 0.1);
+ gl_FragColor = mix(vec4(0), color, sourceColor.a);
+ }
+ "
+ }
+
+ ShaderEffectSource {
+ id: hBlurredShadow
+ smooth: true
+ sourceItem: shadowEffectWithHBlur
+ hideSource: true
+ }
+
+ ShaderEffectItem {
+ id: finalEffect
+ anchors.fill: parent
+
+ property color color: "grey"
+ property variant sourceTexture: hBlurredShadow;
+ property real yStep: main.blur / main.height
+
+ vertexShader:"
+ uniform highp mat4 qt_ModelViewProjectionMatrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ uniform highp float yStep;
+ varying highp vec2 qt_TexCoord0;
+ varying highp vec2 qt_TexCoord1;
+ varying highp vec2 qt_TexCoord2;
+ varying highp vec2 qt_TexCoord4;
+ varying highp vec2 qt_TexCoord5;
+ varying highp vec2 qt_TexCoord6;
+
+ void main(void)
+ {
+ highp vec2 shift = vec2(0., yStep);
+ qt_TexCoord0 = qt_MultiTexCoord0 - 2.5 * shift;
+ qt_TexCoord1 = qt_MultiTexCoord0 - 1.5 * shift;
+ qt_TexCoord2 = qt_MultiTexCoord0 - 0.5 * shift;
+ qt_TexCoord4 = qt_MultiTexCoord0 + 0.5 * shift;
+ qt_TexCoord5 = qt_MultiTexCoord0 + 1.5 * shift;
+ qt_TexCoord6 = qt_MultiTexCoord0 + 2.5 * shift;
+ gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
+ }
+ "
+
+ fragmentShader:"
+ uniform highp vec4 color;
+ uniform lowp sampler2D sourceTexture;
+ uniform highp float qt_Opacity;
+ varying highp vec2 qt_TexCoord0;
+ varying highp vec2 qt_TexCoord1;
+ varying highp vec2 qt_TexCoord2;
+ varying highp vec2 qt_TexCoord4;
+ varying highp vec2 qt_TexCoord5;
+ varying highp vec2 qt_TexCoord6;
+
+ void main() {
+ highp vec4 sourceColor = (texture2D(sourceTexture, qt_TexCoord0) * 0.1
+ + texture2D(sourceTexture, qt_TexCoord1) * 0.15
+ + texture2D(sourceTexture, qt_TexCoord2) * 0.25
+ + texture2D(sourceTexture, qt_TexCoord4) * 0.25
+ + texture2D(sourceTexture, qt_TexCoord5) * 0.15
+ + texture2D(sourceTexture, qt_TexCoord6) * 0.1);
+ gl_FragColor = sourceColor * qt_Opacity;
+ }
+ "
+ }
+}