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/****************************************************************************
**
** 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
}
}
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