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-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/blur.frag18
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag17
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/genie.vert31
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/outline.frag21
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag20
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag17
-rw-r--r--examples/quick/shadereffects/content/shaders/blur.frag14
-rw-r--r--examples/quick/shadereffects/content/shaders/colorize.frag12
-rw-r--r--examples/quick/shadereffects/content/shaders/genie.vert21
-rw-r--r--examples/quick/shadereffects/content/shaders/outline.frag16
-rw-r--r--examples/quick/shadereffects/content/shaders/shadow.frag14
-rw-r--r--examples/quick/shadereffects/content/shaders/wobble.frag13
-rw-r--r--examples/quick/shadereffects/doc/src/shadereffects.qdoc15
-rw-r--r--examples/quick/shadereffects/shadereffects.qml102
-rw-r--r--examples/quick/shadereffects/shadereffects.qrc12
15 files changed, 249 insertions, 94 deletions
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag b/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag
new file mode 100644
index 0000000000..481a238d2a
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag
@@ -0,0 +1,18 @@
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 qt_Matrix;
+ float qt_Opacity;
+ float2 delta;
+};
+
+Texture2D source : register(t0);
+SamplerState sourceSampler : register(s0);
+
+float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
+{
+ return (0.0538 * source.Sample(sourceSampler, coord - 3.182 * delta)
+ + 0.3229 * source.Sample(sourceSampler, coord - 1.364 * delta)
+ + 0.2466 * source.Sample(sourceSampler, coord)
+ + 0.3229 * source.Sample(sourceSampler, coord + 1.364 * delta)
+ + 0.0538 * source.Sample(sourceSampler, coord + 3.182 * delta)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag b/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag
new file mode 100644
index 0000000000..d6e65b6b10
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag
@@ -0,0 +1,17 @@
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 qt_Matrix;
+ float qt_Opacity;
+ float4 tint;
+};
+
+Texture2D source : register(t0);
+SamplerState sourceSampler : register(s0);
+
+float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
+{
+ float4 c = source.Sample(sourceSampler, coord);
+ float lo = min(min(c.x, c.y), c.z);
+ float hi = max(max(c.x, c.y), c.z);
+ return float4(lerp(float3(lo, lo, lo), float3(hi, hi, hi), tint.xyz), c.w) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert b/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert
new file mode 100644
index 0000000000..40876e7996
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert
@@ -0,0 +1,31 @@
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 qt_Matrix;
+ float qt_Opacity;
+ float bend;
+ float minimize;
+ float side;
+ float width;
+ float height;
+};
+
+struct PSInput
+{
+ float4 position : SV_POSITION;
+ float2 coord : TEXCOORD0;
+};
+
+PSInput main(float4 position : POSITION, float2 coord : TEXCOORD0)
+{
+ PSInput result;
+ result.coord = coord;
+
+ float4 pos = position;
+ pos.y = lerp(position.y, height, minimize);
+ float t = pos.y / height;
+ t = (3.0 - 2.0 * t) * t * t;
+ pos.x = lerp(position.x, side * width, t * bend);
+ result.position = mul(qt_Matrix, pos);
+
+ return result;
+}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag b/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag
new file mode 100644
index 0000000000..b6e7e51f35
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag
@@ -0,0 +1,21 @@
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 qt_Matrix;
+ float qt_Opacity;
+ float2 delta;
+};
+
+Texture2D source : register(t0);
+SamplerState sourceSampler : register(s0);
+
+float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
+{
+ float4 tl = source.Sample(sourceSampler, coord - delta);
+ float4 tr = source.Sample(sourceSampler, coord + float2(delta.x, -delta.y));
+ float4 bl = source.Sample(sourceSampler, coord - float2(delta.x, -delta.y));
+ float4 br = source.Sample(sourceSampler, coord + delta);
+ float4 gx = (tl + bl) - (tr + br);
+ float4 gy = (tl + tr) - (bl + br);
+ return float4(0.0, 0.0, 0.0,
+ clamp(dot(sqrt(gx * gx + gy * gy), float4(1.0, 1.0, 1.0, 1.0)), 0.0, 1.0) * qt_Opacity);
+}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag b/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag
new file mode 100644
index 0000000000..a86a25e007
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag
@@ -0,0 +1,20 @@
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 qt_Matrix;
+ float qt_Opacity;
+ float2 offset;
+ float2 delta;
+ float darkness;
+};
+
+Texture2D source : register(t0);
+SamplerState sourceSampler : register(s0);
+Texture2D shadow : register(t1);
+SamplerState shadowSampler : register(s1);
+
+float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
+{
+ float4 fg = source.Sample(sourceSampler, coord);
+ float4 bg = shadow.Sample(shadowSampler, coord + delta);
+ return (fg + float4(0.0, 0.0, 0.0, darkness * bg.a) * (1.0 - fg.a)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag b/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag
new file mode 100644
index 0000000000..c28612a2fd
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag
@@ -0,0 +1,17 @@
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 qt_Matrix;
+ float qt_Opacity;
+ float amplitude;
+ float frequency;
+ float time;
+};
+
+Texture2D source : register(t0);
+SamplerState sourceSampler : register(s0);
+
+float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
+{
+ float2 p = sin(time + frequency * coord);
+ return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/blur.frag b/examples/quick/shadereffects/content/shaders/blur.frag
new file mode 100644
index 0000000000..9173945eed
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/blur.frag
@@ -0,0 +1,14 @@
+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)
+ + 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)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/colorize.frag b/examples/quick/shadereffects/content/shaders/colorize.frag
new file mode 100644
index 0000000000..1219ef2460
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/colorize.frag
@@ -0,0 +1,12 @@
+uniform sampler2D source;
+uniform lowp vec4 tint;
+uniform lowp float qt_Opacity;
+
+varying highp vec2 qt_TexCoord0;
+
+void main() {
+ lowp vec4 c = texture2D(source, qt_TexCoord0);
+ lowp float lo = min(min(c.x, c.y), c.z);
+ lowp float hi = max(max(c.x, c.y), c.z);
+ gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w);
+}
diff --git a/examples/quick/shadereffects/content/shaders/genie.vert b/examples/quick/shadereffects/content/shaders/genie.vert
new file mode 100644
index 0000000000..3ce371819f
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/genie.vert
@@ -0,0 +1,21 @@
+attribute highp vec4 qt_Vertex;
+attribute highp vec2 qt_MultiTexCoord0;
+
+uniform highp mat4 qt_Matrix;
+uniform highp float bend;
+uniform highp float minimize;
+uniform highp float side;
+uniform highp float width;
+uniform highp float height;
+
+varying highp vec2 qt_TexCoord0;
+
+void main() {
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ highp vec4 pos = qt_Vertex;
+ pos.y = mix(qt_Vertex.y, height, minimize);
+ highp float t = pos.y / height;
+ t = (3. - 2. * t) * t * t;
+ pos.x = mix(qt_Vertex.x, side * width, t * bend);
+ gl_Position = qt_Matrix * pos;
+}
diff --git a/examples/quick/shadereffects/content/shaders/outline.frag b/examples/quick/shadereffects/content/shaders/outline.frag
new file mode 100644
index 0000000000..9b46719873
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/outline.frag
@@ -0,0 +1,16 @@
+uniform sampler2D source;
+uniform highp vec2 delta;
+uniform highp float qt_Opacity;
+
+varying highp vec2 qt_TexCoord0;
+
+void main() {
+ lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta);
+ lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y));
+ lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y));
+ lowp vec4 br = texture2D(source, qt_TexCoord0 + delta);
+ mediump vec4 gx = (tl + bl) - (tr + br);
+ mediump vec4 gy = (tl + tr) - (bl + br);
+ gl_FragColor.xyz = vec3(0.);
+ gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/shadow.frag b/examples/quick/shadereffects/content/shaders/shadow.frag
new file mode 100644
index 0000000000..8650ee4f4c
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/shadow.frag
@@ -0,0 +1,14 @@
+uniform lowp float qt_Opacity;
+uniform highp vec2 offset;
+uniform sampler2D source;
+uniform sampler2D shadow;
+uniform highp float darkness;
+uniform highp vec2 delta;
+
+varying highp vec2 qt_TexCoord0;
+
+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)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/wobble.frag b/examples/quick/shadereffects/content/shaders/wobble.frag
new file mode 100644
index 0000000000..fedbb68254
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/wobble.frag
@@ -0,0 +1,13 @@
+uniform lowp float qt_Opacity;
+uniform highp float amplitude;
+uniform highp float frequency;
+uniform highp float time;
+uniform sampler2D source;
+
+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)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/doc/src/shadereffects.qdoc b/examples/quick/shadereffects/doc/src/shadereffects.qdoc
index dc2a2681f5..7b1d68ebb5 100644
--- a/examples/quick/shadereffects/doc/src/shadereffects.qdoc
+++ b/examples/quick/shadereffects/doc/src/shadereffects.qdoc
@@ -51,6 +51,21 @@
shader:
\snippet shadereffects/shadereffects.qml fragment
+ In order to support multiple graphics APIs, not just OpenGL, the shader
+ source is not embedded into QML. Instead, file selectors are used to select
+ the correct variant at runtime. Based on the Qt Quick backend in use, Qt
+ will automatically select either \c{shaders/wobble.frag} with the GLSL
+ source code or \c{shaders/+hlsl/wobble.frag} with the HLSL source code.
+
+ \note For simplicity shader source code is used in all variants of the
+ files. However, with the Direct3D backend of Qt Quick pre-compiled shaders
+ are also supported. For example, try the following commands in the
+ \c{content/shaders/+hlsl} directory: \c{move wobble.frag wobble.frag.src}
+ followed by \c{fxc /E main /T ps_5_0 /Fo wobble.frag wobble.frag.src}. Now
+ \c wobble.frag contains Direct3D bytecode and that is what gets shipped
+ with the application instead of the shader source. Further changes are not
+ necessary, the application will function like before.
+
You can use any custom property on the ShaderEffect in your shader. This
makes animated shader code very easy:
\snippet shadereffects/shadereffects.qml properties
diff --git a/examples/quick/shadereffects/shadereffects.qml b/examples/quick/shadereffects/shadereffects.qml
index 926394ed0f..0c24a7bbf2 100644
--- a/examples/quick/shadereffects/shadereffects.qml
+++ b/examples/quick/shadereffects/shadereffects.qml
@@ -101,7 +101,7 @@ Rectangle {
height: 140
horizontalAlignment: Text.AlignHCenter
verticalAlignment: Text.AlignVCenter
- font.pixelSize: 120
+ font.pixelSize: 118
font.family: "Times"
color: "blue"
text: "Qt"
@@ -128,17 +128,7 @@ Rectangle {
property real time: 0
NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
//! [fragment]
- fragmentShader:
- "uniform lowp float qt_Opacity;" +
- "uniform highp float amplitude;" +
- "uniform highp float frequency;" +
- "uniform highp float time;" +
- "uniform sampler2D source;" +
- "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)) * qt_Opacity;" +
- "}"
+ fragmentShader: "qrc:shadereffects/content/shaders/wobble.frag"
//! [fragment]
Slider {
id: wobbleSlider
@@ -163,32 +153,10 @@ Rectangle {
height: theItem.height
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)
- + 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)) * qt_Opacity;
- }"
+ fragmentShader: "qrc:shadereffects/content/shaders/blur.frag"
}
}
- 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)
- + 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)) * qt_Opacity;
- }"
+ fragmentShader: "qrc:shadereffects/content/shaders/blur.frag"
}
}
property real angle: 0
@@ -196,19 +164,7 @@ Rectangle {
NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 }
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;
- uniform highp float darkness;
- uniform highp vec2 delta;
- varying highp vec2 qt_TexCoord0;
- 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)) * qt_Opacity;
- }"
+ fragmentShader: "qrc:shadereffects/content/shaders/shadow.frag"
Slider {
id: shadowSlider
anchors.left: parent.left
@@ -222,38 +178,14 @@ Rectangle {
height: 160
property variant source: theSource
property variant delta: Qt.size(0.5 / width, 0.5 / height)
- fragmentShader: "
- uniform sampler2D source;
- uniform highp vec2 delta;
- uniform highp float qt_Opacity;
- varying highp vec2 qt_TexCoord0;
- void main() {
- lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta);
- lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y));
- lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y));
- lowp vec4 br = texture2D(source, qt_TexCoord0 + delta);
- mediump vec4 gx = (tl + bl) - (tr + br);
- mediump vec4 gy = (tl + tr) - (bl + br);
- gl_FragColor.xyz = vec3(0.);
- gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity;
- }"
+ fragmentShader: "qrc:shadereffects/content/shaders/outline.frag"
}
ShaderEffect {
width: 160
height: 160
property variant source: theSource
property color tint: root.sliderToColor(colorizeSlider.value)
- fragmentShader: "
- uniform sampler2D source;
- uniform lowp vec4 tint;
- uniform lowp float qt_Opacity;
- varying highp vec2 qt_TexCoord0;
- void main() {
- lowp vec4 c = texture2D(source, qt_TexCoord0);
- lowp float lo = min(min(c.x, c.y), c.z);
- lowp float hi = max(max(c.x, c.y), c.z);
- gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w);
- }"
+ fragmentShader: "qrc:shadereffects/content/shaders/colorize.frag"
Slider {
id: colorizeSlider
anchors.left: parent.left
@@ -288,25 +220,7 @@ Rectangle {
//! [properties]
//! [vertex]
mesh: Qt.size(10, 10)
- vertexShader: "
- uniform highp mat4 qt_Matrix;
- uniform highp float bend;
- uniform highp float minimize;
- uniform highp float side;
- uniform highp float width;
- uniform highp float height;
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- varying highp vec2 qt_TexCoord0;
- void main() {
- qt_TexCoord0 = qt_MultiTexCoord0;
- highp vec4 pos = qt_Vertex;
- pos.y = mix(qt_Vertex.y, height, minimize);
- highp float t = pos.y / height;
- t = (3. - 2. * t) * t * t;
- pos.x = mix(qt_Vertex.x, side * width, t * bend);
- gl_Position = qt_Matrix * pos;
- }"
+ vertexShader: "qrc:shadereffects/content/shaders/genie.vert"
//! [vertex]
Slider {
id: genieSlider
diff --git a/examples/quick/shadereffects/shadereffects.qrc b/examples/quick/shadereffects/shadereffects.qrc
index ff296a0155..e66b98a6df 100644
--- a/examples/quick/shadereffects/shadereffects.qrc
+++ b/examples/quick/shadereffects/shadereffects.qrc
@@ -4,5 +4,17 @@
<file>content/face-smile.png</file>
<file>content/qt-logo.png</file>
<file>content/Slider.qml</file>
+ <file>content/shaders/wobble.frag</file>
+ <file>content/shaders/+hlsl/wobble.frag</file>
+ <file>content/shaders/blur.frag</file>
+ <file>content/shaders/+hlsl/blur.frag</file>
+ <file>content/shaders/shadow.frag</file>
+ <file>content/shaders/+hlsl/shadow.frag</file>
+ <file>content/shaders/outline.frag</file>
+ <file>content/shaders/+hlsl/outline.frag</file>
+ <file>content/shaders/colorize.frag</file>
+ <file>content/shaders/+hlsl/colorize.frag</file>
+ <file>content/shaders/genie.vert</file>
+ <file>content/shaders/+hlsl/genie.vert</file>
</qresource>
</RCC>