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
|
/****************************************************************************
**
** 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 = \n" +
" (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_VertexPosition; \n" +
"attribute highp vec2 qt_VertexTexCoord; \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 = vec2(xStep, yStep); \n" +
" qt_TexCoord = 0.66 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord2 = 2.5 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord3 = 4.5 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord4 = 6.5 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord5 = -0.66 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord6 = -2.5 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord7 = -4.5 * spread * shift + qt_VertexTexCoord; \n" +
" qt_TexCoord8 = -6.5 * spread * shift + qt_VertexTexCoord; \n" +
" gl_Position = qt_Matrix * qt_VertexPosition; \n" +
"}"
property variant source;
property real spread: 1;
property real xStep: 0 / width;
property real yStep: 1 / height;
active: spread > 0
anchors.fill: source
smooth: true
}
|