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authorAlan Alpert <alan.alpert@nokia.com>2011-12-06 11:24:32 +1000
committerQt by Nokia <qt-info@nokia.com>2011-12-06 04:17:36 +0100
commit3f4d871ca20c4617815b4a3706bce43bf6ddd4af (patch)
tree75c11991777487a649cfcbe78515d374aa9a8103 /examples
parentce9b9692109f16b9173cb527a5673e03cd933407 (diff)
Use qt_Opacity in shaders
Change-Id: Ie9da3e980ece4bcb71c0886d58bc46335f5289a6 Reviewed-by: Glenn Watson <glenn.watson@nokia.com>
Diffstat (limited to 'examples')
-rw-r--r--examples/declarative/particles/customparticle/blurparticles.qml10
-rw-r--r--examples/declarative/shadereffects/shader-demo.qml16
2 files changed, 16 insertions, 10 deletions
diff --git a/examples/declarative/particles/customparticle/blurparticles.qml b/examples/declarative/particles/customparticle/blurparticles.qml
index 9a18be4bb2..8a0d9af8bc 100644
--- a/examples/declarative/particles/customparticle/blurparticles.qml
+++ b/examples/declarative/particles/customparticle/blurparticles.qml
@@ -99,27 +99,29 @@ Rectangle {
property variant source: theSource
fragmentShader: "
uniform sampler2D source;
+ uniform lowp float qt_Opacity;
uniform highp vec2 delta;
varying highp vec2 qt_TexCoord0;
void main() {
- gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
+ 0.2466 * texture2D(source, qt_TexCoord0)
+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
- + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta);
+ + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
}"
}
}
fragmentShader: "
uniform sampler2D source;
+ uniform lowp float qt_Opacity;
uniform highp vec2 delta;
varying highp vec2 qt_TexCoord0;
void main() {
- gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
+ 0.2466 * texture2D(source, qt_TexCoord0)
+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
- + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta);
+ + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
}"
}
}
diff --git a/examples/declarative/shadereffects/shader-demo.qml b/examples/declarative/shadereffects/shader-demo.qml
index 66099d8b5c..fec08bc810 100644
--- a/examples/declarative/shadereffects/shader-demo.qml
+++ b/examples/declarative/shadereffects/shader-demo.qml
@@ -111,6 +111,7 @@ Image {
property real time: 0
NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
fragmentShader:
+ "uniform lowp float qt_Opacity;" +
"uniform highp float amplitude;" +
"uniform highp float frequency;" +
"uniform highp float time;" +
@@ -118,7 +119,7 @@ Image {
"varying highp vec2 qt_TexCoord0;" +
"void main() {" +
" highp vec2 p = sin(time + frequency * qt_TexCoord0);" +
- " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x));" +
+ " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" +
"}"
Slider {
id: wobbleSlider
@@ -146,28 +147,30 @@ Image {
property variant delta: Qt.size(1.0 / width, 0.0)
property variant source: theSource
fragmentShader: "
+ uniform lowp float qt_Opacity;
uniform sampler2D source;
uniform highp vec2 delta;
varying highp vec2 qt_TexCoord0;
void main() {
- gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
+ 0.2466 * texture2D(source, qt_TexCoord0)
+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
- + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta);
+ + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
}"
}
}
fragmentShader: "
+ uniform lowp float qt_Opacity;
uniform sampler2D source;
uniform highp vec2 delta;
varying highp vec2 qt_TexCoord0;
void main() {
- gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
+ 0.2466 * texture2D(source, qt_TexCoord0)
+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
- + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta);
+ + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
}"
}
}
@@ -177,6 +180,7 @@ Image {
property variant delta: Qt.size(offset.x / width, offset.y / height)
property real darkness: shadowSlider.value
fragmentShader: "
+ uniform lowp float qt_Opacity;
uniform highp vec2 offset;
uniform sampler2D source;
uniform sampler2D shadow;
@@ -186,7 +190,7 @@ Image {
void main() {
lowp vec4 fg = texture2D(source, qt_TexCoord0);
lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta);
- gl_FragColor = fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a);
+ gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity;
}"
Slider {
id: shadowSlider