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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 QML Shaders plugin 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: 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
    }

}