// Copyright (C) 2019 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only // Use QtQuick 2.8 to get GraphicsInfo and others import QtQuick 2.8 Item { Rectangle { color: "gray" anchors.margins: 10 anchors.fill: parent Image { id: image1 source: "qrc:/qt.png" } ShaderEffectSource { id: effectSource1 sourceItem: image1 hideSource: true } ShaderEffect { // wobble id: eff width: image1.width height: image1.height anchors.centerIn: parent property variant source: effectSource1 property real amplitude: 0.04 * 0.2 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 { id: image2 source: "qrc:/face-smile.png" } ShaderEffectSource { id: effectSource2 sourceItem: image2 hideSource: true } ShaderEffect { // dropshadow id: eff2 width: image2.width height: image2.height scale: 2 x: 40 y: 40 property variant source: effectSource2 property variant shadow: ShaderEffectSource { sourceItem: ShaderEffect { width: eff2.width height: eff2.height property variant delta: Qt.size(0.0, 1.0 / height) property variant source: ShaderEffectSource { sourceItem: ShaderEffect { id: innerEff width: eff2.width height: eff2.height property variant delta: Qt.size(1.0 / width, 0.0) property variant source: effectSource2 fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/shadow_pass1_legacy_gl.frag" : "qrc:/shadow_pass1.frag.qsb" } } fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/shadow_pass1_legacy_gl.frag" : "qrc:/shadow_pass1.frag.qsb" } } property real angle: 0 property variant offset: Qt.point(5.0 * Math.cos(angle), 5.0 * Math.sin(angle)) 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: 0.5 fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/shadow_pass2_legacy_gl.frag" : "qrc:/shadow_pass2.frag.qsb" } Column { anchors.bottom: parent.bottom Text { color: "yellow" font.pointSize: 24 text: { if (GraphicsInfo.api === GraphicsInfo.OpenGL) "OpenGL"; else if (GraphicsInfo.api === GraphicsInfo.Software) "Software"; else if (GraphicsInfo.api === GraphicsInfo.Direct3D12) "D3D12"; else if (GraphicsInfo.api === GraphicsInfo.OpenVG) "OpenVG"; else if (GraphicsInfo.api === GraphicsInfo.OpenGLRhi) "OpenGL via QRhi"; else if (GraphicsInfo.api === GraphicsInfo.Direct3D11Rhi) "D3D11 via QRhi"; else if (GraphicsInfo.api === GraphicsInfo.VulkanRhi) "Vulkan via QRhi"; else if (GraphicsInfo.api === GraphicsInfo.MetalRhi) "Metal via QRhi"; else if (GraphicsInfo.api === GraphicsInfo.Null) "Null via QRhi"; else "Unknown API"; } } Text { color: "yellow" font.pointSize: 24 text: "Shader effect is " + (GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "HLSL" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "GLSL" : (GraphicsInfo.shaderType === GraphicsInfo.RhiShader ? "QRhiShader" : "UNKNOWN"))) + " based"; } Text { text: GraphicsInfo.shaderType + " " + GraphicsInfo.shaderCompilationType + " " + GraphicsInfo.shaderSourceType } Text { //text: eff.status + " " + eff.log } } } }