/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** 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, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // Based on http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/ import QtQuick 2.0 Item { id: root property bool divider: true property real dividerValue: 1 property ListModel parameters: ListModel { ListElement { name: "radius" value: 0.5 } } property alias targetWidth: verticalShader.targetWidth property alias targetHeight: verticalShader.targetHeight property alias source: verticalShader.source Effect { id: verticalShader anchors.fill: parent dividerValue: parent.dividerValue property real blurSize: 4.0 * parent.parameters.get(0).value / targetHeight fragmentShaderSrc: "uniform float dividerValue; uniform float blurSize; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec4 c = vec4(0.0); if (uv.x < dividerValue) { c += texture2D(source, uv - vec2(0.0, 4.0*blurSize)) * 0.05; c += texture2D(source, uv - vec2(0.0, 3.0*blurSize)) * 0.09; c += texture2D(source, uv - vec2(0.0, 2.0*blurSize)) * 0.12; c += texture2D(source, uv - vec2(0.0, 1.0*blurSize)) * 0.15; c += texture2D(source, uv) * 0.18; c += texture2D(source, uv + vec2(0.0, 1.0*blurSize)) * 0.15; c += texture2D(source, uv + vec2(0.0, 2.0*blurSize)) * 0.12; c += texture2D(source, uv + vec2(0.0, 3.0*blurSize)) * 0.09; c += texture2D(source, uv + vec2(0.0, 4.0*blurSize)) * 0.05; } else { c = texture2D(source, qt_TexCoord0); } // First pass we don't apply opacity gl_FragColor = c; }" } Effect { id: horizontalShader anchors.fill: parent dividerValue: parent.dividerValue property real blurSize: 4.0 * parent.parameters.get(0).value / parent.targetWidth fragmentShaderSrc: "uniform float dividerValue; uniform float blurSize; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec4 c = vec4(0.0); if (uv.x < dividerValue) { c += texture2D(source, uv - vec2(4.0*blurSize, 0.0)) * 0.05; c += texture2D(source, uv - vec2(3.0*blurSize, 0.0)) * 0.09; c += texture2D(source, uv - vec2(2.0*blurSize, 0.0)) * 0.12; c += texture2D(source, uv - vec2(1.0*blurSize, 0.0)) * 0.15; c += texture2D(source, uv) * 0.18; c += texture2D(source, uv + vec2(1.0*blurSize, 0.0)) * 0.15; c += texture2D(source, uv + vec2(2.0*blurSize, 0.0)) * 0.12; c += texture2D(source, uv + vec2(3.0*blurSize, 0.0)) * 0.09; c += texture2D(source, uv + vec2(4.0*blurSize, 0.0)) * 0.05; } else { c = texture2D(source, qt_TexCoord0); } gl_FragColor = qt_Opacity * c; }" source: horizontalShaderSource ShaderEffectSource { id: horizontalShaderSource sourceItem: verticalShader smooth: true hideSource: true } } }