// Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import QtQuick 2.8 // The images here should result in a single draw call that uses an atlas // texture. The ShaderEffect is then another one (and exercises having an // effect on an Image backed by an atlased texture). Item { Row { Image { source: "qrc:/qt.png" sourceSize: Qt.size(64, 64) } Image { source: "qrc:/face-smile.png" } Image { source: "qrc:/arrow-down.png" } Image { source: "qrc:/arrow-up.png" NumberAnimation on rotation { from: 0; to: 360; duration: 3000 loops: Animation.Infinite } } Image { id: minusSign source: "qrc:/minus-sign.png" } // Using a ShaderEffectSource would go through an extra render target // texture. By specifying the Image directly as the source, no extra // texture is created. However, when the source Image is atlased, extra // steps are taken internally to create a non-atlased texture for the // effect. ShaderEffect { id: eff width: minusSign.width height: minusSign.height property variant source: minusSign property real amplitude: 0.05 property real frequency: 20 property real time: 0 NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } vertexShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/wobble_legacy_gl.vert" : "qrc:/wobble.vert.qsb" fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/wobble_legacy_gl.frag" : "qrc:/wobble.frag.qsb" } Image { source: "qrc:/plus-sign.png" } } }