/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** 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. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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; } " } }