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
|
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick 2.0
Item {
id: rootItem
property variant source
property real radius: 0.0
property int maximumRadius: 0
property real horizontalOffset: 0
property real verticalOffset: 0
property real spread: 0
property color color: "black"
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: cacheItem
anchors.fill: shaderItem
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect{
id: shadowItem
anchors.fill: parent
property variant original: sourceProxy.output
property color color: rootItem.color
property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
property real verticalOffset: rootItem.verticalOffset / rootItem.height
visible: false
fragmentShader: "
uniform highp sampler2D original;
uniform lowp float qt_Opacity;
uniform lowp vec4 color;
uniform highp float horizontalOffset;
uniform highp float verticalOffset;
varying highp vec2 qt_TexCoord0;
void main(void) {
highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
lowp float eb = 1.0 - ea;
gl_FragColor = eb * color + ea * color * (1.0 - texture2D(original, pos).a) * qt_Opacity;
}
"
}
GaussianDirectionalBlur {
id: blurItem
anchors.fill: parent
horizontalStep: 0.0
verticalStep: 1.0 / parent.height
source: horizontalBlur
radius: rootItem.radius
maximumRadius: rootItem.maximumRadius
visible: false
}
GaussianDirectionalBlur {
id: horizontalBlur
width: transparentBorder ? parent.width + 2 * maximumRadius : parent.width
height: parent.height
horizontalStep: 1.0 / parent.width
verticalStep: 0.0
source: shadowItem
radius: rootItem.radius
maximumRadius: rootItem.maximumRadius
visible: false
}
ShaderEffectSource {
id: blurredSource
sourceItem: blurItem
live: true
smooth: true
}
ShaderEffect {
id: shaderItem
anchors.fill: parent
property variant original: sourceProxy.output
property variant shadow: blurredSource
property real spread: 1.0 - (rootItem.spread * 0.98)
property color color: rootItem.color
fragmentShader: "
uniform highp sampler2D original;
uniform highp sampler2D shadow;
uniform lowp float qt_Opacity;
uniform highp float spread;
uniform lowp vec4 color;
varying highp vec2 qt_TexCoord0;
highp float linearstep(highp float e0, highp float e1, highp float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main(void) {
lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
lowp vec4 shadowColor = texture2D(shadow, qt_TexCoord0);
shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}
"
}
}
|