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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
Rectangle {
anchors.fill: parent;
color: "green"
Timer {
running: true
interval: 2000
repeat: true
onTriggered: {
}
}
Rectangle {
id: theSource
color: "red"
anchors.centerIn: parent;
width: parent.width/2
height: parent.height/2
}
ShaderEffectItem {
id: effect1
anchors.fill: theSource;
property variant source: ShaderEffectSource{ sourceItem: theSource; hideSource: true }
}
ShaderEffectItem {
id: effect2
anchors.fill: effect1;
property variant source: effect1
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
void main(void)
{
gl_FragColor = vec4(texture2D(source, qt_TexCoord0.st).rgb, 1.0);
}
"
}
ShaderEffectItem {
id: effect3
x: effect2.x
y: effect2.y
width: effect2.width
height: effect2.height
property variant source: ShaderEffectSource { sourceItem: effect2 ; hideSource: false }
fragmentShader:
"
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
"
}
Rectangle {
width: parent.width
height: 40
color: "#cc000000"
Text {
id: label
anchors.centerIn: parent
text: "Red rect inside green fullscreen rect."
color: "white"
font.bold: true
}
}
}
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