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authorTopi Reinio <topi.reinio@digia.com>2014-01-24 13:22:02 +0100
committerTopi Reiniƶ <topi.reinio@digia.com>2014-01-27 11:29:55 +0200
commitca01d5f9f5e960337a044be6e00de58fd4fbdb05 (patch)
tree3f2e25c5f05d5e5ba9bc44f2e5a09b86741c3fb5 /basicsuite/qt5-launchpresentation/NormalMapGenerator.qml
parent5a362f80d9da6d2d36efc127588f3c427211f98c (diff)
Make basicsuite demos run stand-alone
This change will make the demos run standalone when built in Qt Creator. - Rename example directories to lowercase/non-whitespace to avoid build & deployment problems - Add title.txt files so titles remain displayed correctly in the launcher - Add a common shared source files used for the standalone apps, and .pro-files for each example - Remove .qmlproject files (not needed) - Adjust documentation to match the new directory structure Change-Id: Ib24e461952da3b2c88aab0363249115ea44ee0f2 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@digia.com>
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diff --git a/basicsuite/qt5-launchpresentation/NormalMapGenerator.qml b/basicsuite/qt5-launchpresentation/NormalMapGenerator.qml
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+/****************************************************************************
+**
+** 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);
+ }
+ "
+
+}