/**************************************************************************** ** ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Qt scene graph research project. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 2.0 ShaderEffectItem { fragmentShader: "varying highp vec2 qt_TexCoord; \n" + "varying highp vec2 qt_TexCoord2; \n" + "varying highp vec2 qt_TexCoord3; \n" + "varying highp vec2 qt_TexCoord4; \n" + "varying highp vec2 qt_TexCoord5; \n" + "varying highp vec2 qt_TexCoord6; \n" + "varying highp vec2 qt_TexCoord7; \n" + "varying highp vec2 qt_TexCoord8; \n" + "uniform sampler2D source; \n" + "void main() { \n" + " gl_FragColor = (4. / 20. * texture2D(source, qt_TexCoord) \n" + " + 3. / 20. * texture2D(source, qt_TexCoord2) \n" + " + 2. / 20. * texture2D(source, qt_TexCoord3) \n" + " + 1. / 20. * texture2D(source, qt_TexCoord4) \n" + " + 4. / 20. * texture2D(source, qt_TexCoord5) \n" + " + 3. / 20. * texture2D(source, qt_TexCoord6) \n" + " + 2. / 20. * texture2D(source, qt_TexCoord7) \n" + " + 1. / 20. * texture2D(source, qt_TexCoord8)); \n" + "}" vertexShader: "attribute highp vec4 qt_Vertex; \n" + "attribute highp vec2 qt_MultiTexCoord0; \n" + "uniform highp mat4 qt_Matrix; \n" + "uniform highp float xStep; \n" + "uniform highp float yStep; \n" + "uniform highp float spread; \n" + "varying highp vec2 qt_TexCoord; \n" + "varying highp vec2 qt_TexCoord2; \n" + "varying highp vec2 qt_TexCoord3; \n" + "varying highp vec2 qt_TexCoord4; \n" + "varying highp vec2 qt_TexCoord5; \n" + "varying highp vec2 qt_TexCoord6; \n" + "varying highp vec2 qt_TexCoord7; \n" + "varying highp vec2 qt_TexCoord8; \n" + "void main() { \n" + " highp vec2 shift = spread * vec2(xStep, yStep); \n" + " qt_TexCoord = 0.66 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord2 = 2.5 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord3 = 4.5 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord4 = 6.5 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord5 = -0.66 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord6 = -2.5 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord7 = -4.5 * shift + qt_MultiTexCoord0; \n" + " qt_TexCoord8 = -6.5 * shift + qt_MultiTexCoord0; \n" + " gl_Position = qt_Matrix * qt_Vertex; \n" + "}" property real spread: 1; property real xStep: 0 / width; property real yStep: 1 / height; property variant source: null }