/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt 5 launch demo. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 import QtGraphicalEffects 1.0 ShaderEffect { id: effectRoot; property alias source: blurShader.source; GaussianBlur { id: blurShader; width: source != undefined ? source.width : 0 height: source != undefined ? source.height : 0 samples: 8 radius: 8 layer.enabled: true; layer.smooth: true; visible: false; } width: 256 height: 128 property variant tex: blurShader; property size pixelSize: Qt.size(1 / blurShader.width, 1 / blurShader.height); fragmentShader: " #ifdef GL_ES precision lowp float; #endif uniform lowp float qt_Opacity; uniform lowp sampler2D tex; uniform highp vec2 pixelSize; varying highp vec2 qt_TexCoord0; void main() { lowp vec2 xps = vec2(pixelSize.x, 0.0); vec3 vx = vec3(1, 0, texture2D(tex, qt_TexCoord0 + xps).x - texture2D(tex, qt_TexCoord0 - xps).x); lowp vec2 yps = vec2(0.0, pixelSize.y); vec3 vy = vec3(0, 1, texture2D(tex, qt_TexCoord0 + yps).x - texture2D(tex, qt_TexCoord0 - yps).x); vec3 n = normalize(cross(vx, vy)) * 0.5 + 0.5; gl_FragColor = vec4(n, 1); } " }