diff options
Diffstat (limited to 'src/quick/items/qquickshadereffect.cpp')
-rw-r--r-- | src/quick/items/qquickshadereffect.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp index e66e05afb3..d7eedd42b6 100644 --- a/src/quick/items/qquickshadereffect.cpp +++ b/src/quick/items/qquickshadereffect.cpp @@ -103,15 +103,15 @@ const char *qtTexCoordAttributeName() There are two types of input to the \l vertexShader: uniform variables and attributes. Some are predefined: \list - \o uniform mat4 qt_Matrix - combined transformation + \li uniform mat4 qt_Matrix - combined transformation matrix, the product of the matrices from the root item to this ShaderEffect, and an orthogonal projection. - \o uniform float qt_Opacity - combined opacity, the product of the + \li uniform float qt_Opacity - combined opacity, the product of the opacities from the root item to this ShaderEffect. - \o attribute vec4 qt_Vertex - vertex position, the top-left vertex has + \li attribute vec4 qt_Vertex - vertex position, the top-left vertex has position (0, 0), the bottom-right (\l{Item::width}{width}, \l{Item::height}{height}). - \o attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left + \li attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left coordinate is (0, 0), the bottom-right (1, 1). \endlist @@ -119,17 +119,17 @@ const char *qtTexCoordAttributeName() (GLSL) type is available as a uniform variable. The following list shows how properties are mapped to GLSL uniform variables: \list - \o bool, int, qreal -> bool, int, float - If the type in the shader is not + \li bool, int, qreal -> bool, int, float - If the type in the shader is not the same as in QML, the value is converted automatically. - \o QColor -> vec4 - When colors are passed to the shader, they are first + \li QColor -> vec4 - When colors are passed to the shader, they are first premultiplied. Thus Qt.rgba(0.2, 0.6, 1.0, 0.5) becomes vec4(0.1, 0.3, 0.5, 0.5) in the shader, for example. - \o QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in + \li QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in the shader. - \o QPoint, QPointF, QSize, QSizeF -> vec2 - \o QVector3D -> vec3 - \o QTransform -> mat4 - \o \l Image, \l ShaderEffectSource -> sampler2D - Origin is in the top-left + \li QPoint, QPointF, QSize, QSizeF -> vec2 + \li QVector3D -> vec3 + \li QTransform -> mat4 + \li \l Image, \l ShaderEffectSource -> sampler2D - Origin is in the top-left corner, and the color values are premultiplied. \endlist @@ -138,8 +138,8 @@ const char *qtTexCoordAttributeName() blending can be achieved by outputting zero in the alpha channel. \row - \o \image declarative-shadereffectitem.png - \o \qml + \li \image declarative-shadereffectitem.png + \li \qml import QtQuick 2.0 Rectangle { @@ -326,9 +326,9 @@ void QQuickShaderEffect::setMesh(const QVariant &mesh) This property defines which sides of the element should be visible. \list - \o ShaderEffect.NoCulling - Both sides are visible - \o ShaderEffect.BackFaceCulling - only front side is visible - \o ShaderEffect.FrontFaceCulling - only back side is visible + \li ShaderEffect.NoCulling - Both sides are visible + \li ShaderEffect.BackFaceCulling - only front side is visible + \li ShaderEffect.FrontFaceCulling - only back side is visible \endlist The default is NoCulling. @@ -349,9 +349,9 @@ void QQuickShaderEffect::setCullMode(CullMode face) This property tells the current status of the OpenGL shader program. \list - \o ShaderEffect.Compiled - the shader program was successfully compiled and linked. - \o ShaderEffect.Uncompiled - the shader program has not yet been compiled. - \o ShaderEffect.Error - the shader program failed to compile or link. + \li ShaderEffect.Compiled - the shader program was successfully compiled and linked. + \li ShaderEffect.Uncompiled - the shader program has not yet been compiled. + \li ShaderEffect.Error - the shader program failed to compile or link. \endlist When setting the fragment or vertex shader source code, the status will become Uncompiled. |