/**************************************************************************** ** ** 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 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: gaussianDropShadow property color shadowColor: Qt.rgba(0.5, 0.5, 0.5, 1.0) 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 GaussianBlur { id: blur anchors.fill: parent radius: gaussianDropShadow.radius deviation: gaussianDropShadow.deviation source: gaussianDropShadow.source live: gaussianDropShadow.live } ShaderEffectItem { id: shadow property color shadowColor: gaussianDropShadow.shadowColor property variant source: ShaderEffectSource { sourceItem: blur; hideSource: true } anchors.fill: parent fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform sampler2D source; uniform lowp vec4 shadowColor; void main() { lowp vec4 sourceColor = texture2D(source, qt_TexCoord0); gl_FragColor = mix(vec4(0), shadowColor, sourceColor.a); } " } }