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|
/****************************************************************************
**
** 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
Rectangle {
id: topLevel
width: 360
height: 540
color: "#000040"
Component {
id: whiteBorder
Rectangle {
anchors.fill: parent
color: "transparent"
border.width: 2
border.color: "white"
radius: 10
}
}
MouseArea {
id: mouseArea1
x: 0
y: 0
width: parent.width / 3
height: parent.height / 6
drag.target: item1
drag.axis: Drag.XandYAxis
drag.maximumX: topLevel.width - drag.target.width
drag.maximumY: topLevel.height - drag.target.height
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y)
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height
}
onPressed: { drag.target.z = 1 }
onReleased: {
var effect = null
if (itemContains(effect1, mouse))
effect = effect1
if (itemContains(effect2, mouse))
effect = effect2
if (itemContains(effect3, mouse))
effect = effect3
if (effect != null) {
effect.source = effectSource1
effect.active = true
}
drag.target.x = x
drag.target.y = y
drag.target.z = 0
}
}
Item {
id: item1
x: mouseArea1.x
y: mouseArea1.y
width: mouseArea1.width
height: mouseArea1.height
Loader { anchors.fill: parent; sourceComponent: whiteBorder }
Item {
id: sourceItem1
anchors.fill: parent
Rectangle {
anchors.fill: parent
anchors.margins: 10
gradient: Gradient {
GradientStop { position: 0; color: "blue" }
GradientStop { position: 1; color: "white" }
}
border.width: 4
border.color: "navy"
radius: 6
}
}
ShaderEffectSource {
id: effectSource1
sourceItem: sourceItem1
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
Text {
anchors.left: parent.left
anchors.top: parent.top
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource1.hideOriginal ? "Hidden" : "Shown"
MouseArea { anchors.fill: parent; onClicked: { effectSource1.hideOriginal = !effectSource1.hideOriginal } }
}
}
MouseArea {
id: mouseArea2
x: parent.width / 3
y: 0
width: parent.width / 3
height: parent.height / 6
drag.target: item2
drag.axis: Drag.XandYAxis
drag.maximumX: topLevel.width - drag.target.width
drag.maximumY: topLevel.height - drag.target.height
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y)
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height
}
onPressed: { drag.target.z = 1 }
onReleased: {
var effect = null
if (itemContains(effect1, mouse))
effect = effect1
if (itemContains(effect2, mouse))
effect = effect2
if (itemContains(effect3, mouse))
effect = effect3
if (effect != null) {
effect.source = effectSource2
effect.active = true
}
drag.target.x = x
drag.target.y = y
drag.target.z = 0
}
}
Item {
id: item2
x: mouseArea2.x
y: mouseArea2.y
width: mouseArea2.width
height: mouseArea2.height
Loader { anchors.fill: parent; sourceComponent: whiteBorder }
Item {
id: sourceItem2
anchors.fill: parent
Rectangle {
anchors.centerIn: parent
radius: Math.min(parent.width, parent.height) * 0.4
width: 2 * radius
height: 2 * radius
color: "transparent"
border.width: 4
border.color: "white"
Repeater {
model: 4
Rectangle {
anchors.centerIn: parent
width: 4
height: parent.height - 4
color: "white"
rotation: index * 45
}
}
NumberAnimation on rotation {
loops: Animation.Infinite
from: 0
to: 360
duration: 5000
}
}
}
ShaderEffectSource {
id: effectSource2
sourceItem: sourceItem2
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
Text {
anchors.right: parent.right
anchors.bottom: parent.bottom
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource2.static ? "Static" : "Dynamic"
MouseArea { anchors.fill: parent; onClicked: { effectSource2.static = !effectSource2.static } }
}
Text {
anchors.left: parent.left
anchors.top: parent.top
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource2.hideOriginal ? "Hidden" : "Shown"
MouseArea { anchors.fill: parent; onClicked: { effectSource2.hideOriginal = !effectSource2.hideOriginal } }
}
}
MouseArea {
id: mouseArea3
x: parent.width * 2 / 3
y: 0
width: parent.width / 3
height: parent.height / 6
drag.target: item3
drag.axis: Drag.XandYAxis
drag.maximumX: topLevel.width - drag.target.width
drag.maximumY: topLevel.height - drag.target.height
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y)
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height
}
onPressed: { drag.target.z = 1 }
onReleased: {
var effect = null
if (itemContains(effect1, mouse))
effect = effect1
if (itemContains(effect2, mouse))
effect = effect2
if (itemContains(effect3, mouse))
effect = effect3
if (effect != null) {
effect.source = effectSource3
effect.active = true
}
drag.target.x = x
drag.target.y = y
drag.target.z = 0
}
}
Item {
id: item3
x: mouseArea3.x
y: mouseArea3.y
width: mouseArea3.width
height: mouseArea3.height
Loader { anchors.fill: parent; sourceComponent: whiteBorder }
Item {
id: sourceItem3
anchors.fill: parent
Item {
anchors.fill: parent
anchors.margins: 6
Repeater {
model: 16
Rectangle {
x: (index % 4) * parent.width / 4
y: Math.floor(index / 4) * parent.height / 4
width: parent.width / 4
height: parent.height / 4
radius: Math.min(width, height) * 0.25
color: Qt.rgba(Math.random(), Math.random(), Math.random(), 1)
property int delay: (index % 4) + Math.floor(index / 4)
SequentialAnimation on scale {
loops: Animation.Infinite
PauseAnimation { duration: delay * 100 }
NumberAnimation { to: 0.5; duration: 500 }
PauseAnimation { duration: 8 * 100 }
NumberAnimation { to: 1; duration: 500 }
PauseAnimation { duration: (8 - delay) * 100 }
}
}
}
}
}
ShaderEffectSource {
id: effectSource3
sourceItem: sourceItem3
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
Text {
anchors.right: parent.right
anchors.bottom: parent.bottom
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource3.static ? "Static" : "Dynamic"
MouseArea { anchors.fill: parent; onClicked: { effectSource3.static = !effectSource3.static } }
}
Text {
anchors.left: parent.left
anchors.top: parent.top
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource3.hideOriginal ? "Hidden" : "Shown"
MouseArea { anchors.fill: parent; onClicked: { effectSource3.hideOriginal = !effectSource3.hideOriginal } }
}
}
MouseArea {
id: mouseArea4
x: 0
y: parent.height / 6
width: parent.width / 3
height: parent.height / 6
drag.target: item4
drag.axis: Drag.XandYAxis
drag.maximumX: topLevel.width - drag.target.width
drag.maximumY: topLevel.height - drag.target.height
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y)
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height
}
onPressed: { drag.target.z = 1 }
onReleased: {
var effect = null
if (itemContains(effect1, mouse))
effect = effect1
if (itemContains(effect2, mouse))
effect = effect2
if (itemContains(effect3, mouse))
effect = effect3
if (effect != null) {
effect.source = effectSource4
effect.active = true
}
drag.target.x = x
drag.target.y = y
drag.target.z = 0
}
}
Item {
id: item4
x: mouseArea4.x
y: mouseArea4.y
width: mouseArea4.width
height: mouseArea4.height
Loader { anchors.fill: parent; sourceComponent: whiteBorder }
Image {
id: sourceItem4
anchors.fill: parent
source: "qt-logo.png"
smooth: true
}
ShaderEffectSource {
id: effectSource4
sourceImage: sourceItem4.source
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
}
MouseArea {
id: mouseArea5
x: parent.width / 3
y: parent.height / 6
width: parent.width / 3
height: parent.height / 6
drag.target: item5
drag.axis: Drag.XandYAxis
drag.maximumX: topLevel.width - drag.target.width
drag.maximumY: topLevel.height - drag.target.height
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y)
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height
}
onPressed: { drag.target.z = 1 }
onReleased: {
var effect = null
if (itemContains(effect1, mouse))
effect = effect1
if (itemContains(effect2, mouse))
effect = effect2
if (itemContains(effect3, mouse))
effect = effect3
if (effect != null) {
effect.source = effectSource5
effect.active = true
}
drag.target.x = x
drag.target.y = y
drag.target.z = 0
}
}
Item {
id: item5
x: mouseArea5.x
y: mouseArea5.y
width: mouseArea5.width
height: mouseArea5.height
Loader { anchors.fill: parent; sourceComponent: whiteBorder }
Item {
id: sourceItem5
anchors.fill: parent
Image {
anchors.fill: parent
source: "qt-logo.png"
smooth: true
transformOrigin: Item.Top
scale: 0
SequentialAnimation on scale {
loops: Animation.Infinite
NumberAnimation { to: 1; duration: 1500; easing.type: Easing.OutBounce }
NumberAnimation { to: 0; duration: 1500; easing.type: Easing.OutBounce }
}
}
Image {
anchors.fill: parent
source: "face-smile.png"
smooth: true
transformOrigin: Item.Bottom
SequentialAnimation on scale {
loops: Animation.Infinite
NumberAnimation { to: 0; duration: 1500; easing.type: Easing.OutBounce }
NumberAnimation { to: 1; duration: 1500; easing.type: Easing.OutBounce }
}
}
}
ShaderEffectSource {
id: effectSource5
sourceItem: sourceItem5
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
Text {
anchors.right: parent.right
anchors.bottom: parent.bottom
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource5.static ? "Static" : "Dynamic"
MouseArea { anchors.fill: parent; onClicked: { effectSource5.static = !effectSource5.static } }
}
Text {
anchors.left: parent.left
anchors.top: parent.top
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource5.hideOriginal ? "Hidden" : "Shown"
MouseArea { anchors.fill: parent; onClicked: { effectSource5.hideOriginal = !effectSource5.hideOriginal } }
}
}
MouseArea {
id: mouseArea6
x: parent.width * 2 / 3
y: parent.height / 6
width: parent.width / 3
height: parent.height / 6
drag.target: item6
drag.axis: Drag.XandYAxis
drag.maximumX: topLevel.width - drag.target.width
drag.maximumY: topLevel.height - drag.target.height
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y)
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height
}
onPressed: { drag.target.z = 1 }
onReleased: {
var effect = null
if (itemContains(effect1, mouse))
effect = effect1
if (itemContains(effect2, mouse))
effect = effect2
if (itemContains(effect3, mouse))
effect = effect3
if (effect != null) {
effect.source = effectSource6
effect.active = true
}
drag.target.x = x
drag.target.y = y
drag.target.z = 0
}
}
Item {
id: item6
x: mouseArea6.x
y: mouseArea6.y
width: mouseArea6.width
height: mouseArea6.height
Loader { anchors.fill: parent; sourceComponent: whiteBorder }
Image {
id: sourceItem6
anchors.fill: parent
source: "face-smile.png"
smooth: true
}
ShaderEffectSource {
id: effectSource6
sourceImage: sourceItem6.source
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
}
Rectangle {
id: colorSample
width: 32
height: 32
border.width: 2
border.color: "white"
radius: width / 2
visible: false
z: 1
}
Item {
id: gradient
x: 0
y: parent.height / 3
width: parent.width
height: parent.height / 6
ShaderEffectItem {
anchors.fill: parent
fragmentShader:
"uniform highp float qt_Opacity; \n" +
"varying highp vec2 qt_TexCoord0; \n" +
"void main() { \n" +
" highp float x = 6. * qt_TexCoord0.x; \n" +
" highp float r = max(2. - x, x - 4.); \n" +
" highp float g = min(x, 4. - x); \n" +
" highp float b = min(x - 2., 6. - x); \n" +
" gl_FragColor = qt_Opacity * vec4(r, g, b, 1.); \n" +
"}"
}
}
MouseArea {
function clamp(x, lo, hi) {
return Math.max(lo, Math.min(hi, x));
}
function hueToRgb(x) {
var t = 6 * x;
var r = clamp(Math.max(2 - t, t - 4), 0, 1);
var g = clamp(Math.min(t, 4 - t), 0, 1);
var b = clamp(Math.min(t - 2, 6 - t), 0, 1);
return Qt.rgba(r, g, b, 1);
}
function itemContains(item, point) {
var p = mapToItem(item, point.x, point.y);
return p.x >= 0 && p.y >= 0 && p.x < item.width && p.y < item.height;
}
anchors.fill: gradient
drag.target: colorSample
drag.axis: Drag.XandYAxis
drag.minimumX: 0
drag.maximumX: topLevel.width - colorSample.width
drag.minimumY: 0
drag.maximumY: topLevel.height - colorSample.height
onPressed: {
colorSample.visible = true
colorSample.x = mapToItem(colorSample.parent, mouse.x, mouse.y).x - colorSample.width / 2
colorSample.y = mapToItem(colorSample.parent, mouse.x, mouse.y).y - colorSample.height / 2
colorSample.color = hueToRgb(mouse.x / width)
}
onReleased: {
colorSample.visible = false
if (itemContains(effect1, mouse))
effect1.color = colorSample.color
if (itemContains(effect2, mouse))
effect2.color = colorSample.color
if (itemContains(effect3, mouse))
effect3.color = colorSample.color
}
}
ShaderEffectSource {
id: defaultSource
sourceItem: Item {
width: topLevel.width / 2
height: topLevel.height / 4
Text {
anchors.centerIn: parent
color: "white"
text: "Drag item and\ncolor here"
horizontalAlignment: Text.AlignHCenter
font.pixelSize: 20
}
}
filtering: ShaderEffectSource.Linear
mipmap: controls.mipmap ? ShaderEffectSource.Linear : ShaderEffectSource.None
textureSize: Qt.size(effect1.width, effect1.height)
}
ShaderEffectItem {
id: effect1
x: 0
y: parent.height / 2
width: parent.width / 2
height: parent.height / 4
scale: controls.value
property color color: "red"
property variant source: defaultSource
property real intensity
fragmentShader:
"varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
" lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" lowp float gray = dot(pix.xyz, vec3(0.5, 0.5, 0.5)); \n" +
" gl_FragColor = qt_Opacity * mix(pix, vec4(color.xyz * gray, pix.w), intensity); \n" +
"}"
SequentialAnimation on intensity {
loops: Animation.Infinite
NumberAnimation { to: 1; duration: 2000 }
NumberAnimation { to: 0; duration: 2000 }
}
MouseArea {
anchors.fill: parent
onClicked: { parent.active = !parent.active }
}
Text {
anchors.centerIn: parent
color: "white"
font.pixelSize: 20
text: "Inactive\nClick to activate"
horizontalAlignment: Text.AlignHCenter
visible: !parent.active
}
}
Text {
anchors.left: effect1.left
anchors.top: effect1.top
anchors.margins: 3
color: "red"
font.pixelSize: 12
text: effectSource2.mipmap ? "Mipmap on" : "Mipmap off"
opacity: 0
SequentialAnimation on opacity {
id: mipmapStateAnim
running: false
PropertyAction { value: 1 }
PauseAnimation { duration: 1000 }
NumberAnimation { to: 0; duration: 1000 }
}
}
ShaderEffectItem {
id: effect2
x: parent.width / 2
y: parent.height / 2
width: parent.width / 2
height: parent.height / 4
scale: controls.value
property color color: "green"
property alias source: innerInnerEffect2._source
property real radius: 8
property variant direction: Qt.point(0, 1 / _source.height)
property real intensity: 1
property variant _w: [
0.5, // sampled twice, so each sample should weigh half the original weight.
Math.exp(-1 / (radius * radius)),
Math.exp(-4 / (radius * radius)),
Math.exp(-9 / (radius * radius)),
Math.exp(-16 / (radius * radius)),
Math.exp(-25 / (radius * radius)),
Math.exp(-36 / (radius * radius)),
Math.exp(-49 / (radius * radius))
]
property variant _w2: [_w[0] + _w[1], _w[2] + _w[3], _w[4] + _w[5], _w[6] + _w[7]]
property variant offsets: Qt.rect(_w[1] / _w2[0], 2 + _w[3] / _w2[1], 4 + _w[5] / _w2[2], 6 + _w[7] / _w2[3])
property real _s: .5 / (_w2[0] + _w2[1] + _w2[2] + _w2[3])
property variant weights: Qt.rect(_w2[0] * _s, _w2[1] * _s, _w2[2] * _s, _w2[3] * _s)
property variant _source: ShaderEffectSource {
sourceItem: innerEffect2
filtering: ShaderEffectSource.Linear
}
SequentialAnimation on intensity {
loops: Animation.Infinite
NumberAnimation { to: 1; duration: 2000 }
NumberAnimation { to: 0; duration: 2000 }
}
property string blurShader:
"varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D _source; \n" +
"uniform highp vec4 offsets; \n" +
"uniform highp vec4 weights; \n" +
"uniform highp vec2 direction; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
" highp vec4 sum = vec4(0.); \n" +
" sum += texture2D(_source, qt_TexCoord0 - direction * offsets.x) * weights.x; \n" +
" sum += texture2D(_source, qt_TexCoord0 - direction * offsets.y) * weights.y; \n" +
" sum += texture2D(_source, qt_TexCoord0 - direction * offsets.z) * weights.z; \n" +
" sum += texture2D(_source, qt_TexCoord0 - direction * offsets.w) * weights.w; \n" +
" sum += texture2D(_source, qt_TexCoord0 + direction * offsets.x) * weights.x; \n" +
" sum += texture2D(_source, qt_TexCoord0 + direction * offsets.y) * weights.y; \n" +
" sum += texture2D(_source, qt_TexCoord0 + direction * offsets.z) * weights.z; \n" +
" sum += texture2D(_source, qt_TexCoord0 + direction * offsets.w) * weights.w; \n" +
" gl_FragColor = qt_Opacity * sum; \n" +
"}"
fragmentShader:
"varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D _source; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
" lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" lowp vec4 glow = texture2D(_source, qt_TexCoord0); \n" +
" lowp float gray = dot(glow.xyz, vec3(intensity)); \n" +
" gl_FragColor = qt_Opacity * vec4(pix.xyz + color.xyz * gray, pix.w); \n" +
"}"
ShaderEffectItem {
id: innerEffect2
anchors.fill: parent
fragmentShader: parent.blurShader
property variant direction: Qt.point(1 / _source.width, 0)
property alias offsets: effect2.offsets
property alias weights: effect2.weights
property variant _source: ShaderEffectSource {
sourceItem: innerInnerEffect2
filtering: ShaderEffectSource.Linear
}
active: parent.active
}
ShaderEffectItem {
id: innerInnerEffect2
anchors.fill: parent
fragmentShader: parent.blurShader
property variant direction: Qt.point(0, 1 / _source.height)
property variant _source: defaultSource
property alias offsets: effect2.offsets
property alias weights: effect2.weights
active: parent.active
}
MouseArea {
anchors.fill: parent
onClicked: { parent.active = !parent.active }
}
Text {
anchors.centerIn: parent
color: "white"
font.pixelSize: 20
text: "Inactive\nClick to activate"
horizontalAlignment: Text.AlignHCenter
visible: !parent.active
}
}
ShaderEffectItem {
id: effect3
x: parent.width / 4
y: parent.height * 3 / 4
width: parent.width / 2
height: parent.height / 4
scale: controls.value
property color color: "blue"
property variant source: defaultSource
property real intensity
fragmentShader:
"varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"highp float minc(lowp vec3 v) { return min(v.x, min(v.y, v.z)); } \n" +
"highp float maxc(lowp vec3 v) { return max(v.x, max(v.y, v.z)); } \n" +
"void main() { \n" +
" lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" highp float lo = minc(pix.xyz); \n" +
" highp float hi = maxc(pix.xyz); \n" +
" gl_FragColor = qt_Opacity * vec4(mix(pix.xyz, color.xyz * (hi - lo) + lo, intensity), pix.w); \n" +
"}"
SequentialAnimation on intensity {
loops: Animation.Infinite
NumberAnimation { to: 1; duration: 2000 }
NumberAnimation { to: 0; duration: 2000 }
}
MouseArea {
anchors.fill: parent
onClicked: { parent.active = !parent.active }
}
Text {
anchors.centerIn: parent
color: "white"
font.pixelSize: 20
text: "Inactive\nClick to activate"
horizontalAlignment: Text.AlignHCenter
visible: !parent.active
}
}
Item {
id: controls
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: parent.bottom
height: parent.height / 4
property real value: 1
property real min: 0.1
property real max: 1
property bool mipmap: false
Behavior on value {
animation: NumberAnimation { duration: 200 }
}
MouseArea {
anchors.left: parent.left
anchors.bottom: parent.bottom
height: parent.height / 2
width: height
scale: parent.value <= parent.min + 0.0001 ? 0.5 : 1
Behavior on scale {
animation: NumberAnimation { duration: 200 }
}
Rectangle {
anchors.fill: parent
anchors.margins: parent.width / 8
color: "transparent"
border.width: 4
border.color: "white"
radius: width / 2
Rectangle {
color: "white"
anchors.centerIn: parent
width: parent.width / 2
height: 4
}
}
onClicked: { parent.value = Math.max(0.8 * parent.value, parent.min) }
}
MouseArea {
anchors.right: parent.right
anchors.bottom: parent.bottom
height: parent.height / 2
width: height
scale: parent.value >= parent.max - 0.0001 ? 0.5 : 1
Behavior on scale {
animation: NumberAnimation { duration: 200 }
}
Rectangle {
anchors.fill: parent
anchors.margins: parent.width / 8
color: "transparent"
border.width: 4
border.color: "white"
radius: width / 2
Rectangle {
color: "white"
anchors.centerIn: parent
width: parent.width / 2
height: 4
}
Rectangle {
color: "white"
anchors.centerIn: parent
width: 4
height: parent.height / 2
}
}
onClicked: { parent.value = Math.min(1.25 * parent.value, parent.max) }
}
MouseArea {
id: mipmapButton
anchors.left: parent.left
anchors.top: parent.top
height: parent.height / 2
width: height
Rectangle {
anchors.fill: parent
anchors.margins: parent.width / 8
color: "transparent"
border.width: 4
border.color: "white"
radius: width / 2
Text {
anchors.centerIn: parent
color: "white"
font.pixelSize: parent.height * 0.3
horizontalAlignment: Text.AlignHCenter
text: "MIP\nMAP"
}
Rectangle {
anchors.centerIn: parent
width: parent.width
height: 4
rotation: -45
visible: controls.mipmap
}
}
onClicked: {
parent.mipmap = !parent.mipmap
mipmapStateAnim.restart()
}
}
}
}
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