/**************************************************************************** ** ** Copyright (C) 2014 Gunnar Sletta ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd and its Subsidiary(-ies) nor the ** names of its contributors may be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 Item { id: root width: 480 height: 320 // The checkers background ShaderEffect { id: tileBackground anchors.fill: parent property real tileSize: 20 property color color1: Qt.hsla(0, 0, 0.1); property color color2: Qt.hsla(0, 0, 0.2); property size pixelSize: Qt.size(width / tileSize, height / tileSize); fragmentShader: " uniform lowp vec4 color1; uniform lowp vec4 color2; uniform highp vec2 pixelSize; varying highp vec2 qt_TexCoord0; void main() { highp vec2 tc = sign(sin(3.14152 * qt_TexCoord0 * pixelSize)); if (tc.x != tc.y) gl_FragColor = color1; else gl_FragColor = color2; } " } //! [1] Rectangle { id: gradientRect; width: 10 height: 10 gradient: Gradient { GradientStop { position: 0; color: "white" } GradientStop { position: 1; color: "steelblue" } } visible: false; // should not be visible on screen. layer.enabled: true; layer.smooth: true } Text { id: textItem font.pixelSize: 48 text: "Gradient Text" anchors.centerIn: parent layer.enabled: true // This item should be used as the 'mask' layer.samplerName: "maskSource" layer.effect: ShaderEffect { property var colorSource: gradientRect; fragmentShader: " uniform lowp sampler2D colorSource; uniform lowp sampler2D maskSource; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; void main() { gl_FragColor = texture2D(colorSource, qt_TexCoord0) * texture2D(maskSource, qt_TexCoord0).a * qt_Opacity; } " } } //! [1] }