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-rw-r--r--src/quick/items/qquickshadereffect.cpp38
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.