/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the QML Shaders plugin 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: gaussianBlur property variant source: 0 property real radius: 8; property real deviation: Math.sqrt(-((radius+1) * (radius+1)) / (2 * Math.log(1.0 / 255.0))) property bool live: true ShaderEffectItem { id: cache anchors.fill: parent visible: !gaussianBlur.live property variant source: ShaderEffectSource { sourceItem: verticalBlur; live: false; hideSource: true } } GaussianDirectionalBlur { id: verticalBlur anchors.fill: parent deltaX: 0.0 deltaY: 1.0/parent.height source: ShaderEffectSource { sourceItem: horizontalBlur; hideSource: true } deviation: gaussianBlur.deviation radius: gaussianBlur.radius } GaussianDirectionalBlur { id: horizontalBlur anchors.fill: parent blending: false deltaX: 1.0/parent.width deltaY: 0.0 source: gaussianBlur.source deviation: gaussianBlur.deviation radius: gaussianBlur.radius } }