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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, 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 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

Rectangle {
    id: window

    width: 400
    height: 200

    gradient: Gradient {
        GradientStop { position: 0; color: "lightsteelblue" }
        GradientStop { position: 1; color: "black" }
    }

    Column {
        id: column
        opacity: 0.99 // work around QTBUG-29037

        y: 50
        width: 200
        anchors.horizontalCenter: parent.horizontalCenter

        TextBox {
            id: input1
            width: parent.width
            height: 30
            focus: true

            label: "A QML text box.."

            nextInFocus: input2;
        }

        TextBox {
            id: input2
            width: parent.width
            height: 30

            label: "Another QML text box.."

            nextInFocus: input1;
        }

        layer.enabled: true
        layer.smooth: true
    }

    ShaderEffect {
        anchors.top: column.bottom
        width: column.width
        height: column.height;
        anchors.left: column.left

        property variant source: column;
        property size sourceSize: Qt.size(0.5 / column.width, 0.5 / column.height);

        fragmentShader: "
            varying highp vec2 qt_TexCoord0;
            uniform lowp sampler2D source;
            uniform lowp vec2 sourceSize;
            uniform lowp float qt_Opacity;
            void main() {

                lowp vec2 tc = qt_TexCoord0 * vec2(1, -1) + vec2(0, 1);
                lowp vec4 col = 0.25 * (texture2D(source, tc + sourceSize)
                                        + texture2D(source, tc- sourceSize)
                                        + texture2D(source, tc + sourceSize * vec2(1, -1))
                                        + texture2D(source, tc + sourceSize * vec2(-1, 1))
                                       );
                gl_FragColor = col * qt_Opacity * (1.0 - qt_TexCoord0.y) * 0.2;
            }"
    }
}