1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
|
/****************************************************************************
**
** 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;
}
"
}
}
|