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import QtQuick 2.0
Item {
width: 320
height: 480
Rectangle {
id: draggee
width: 200
height: 80
x: 20
y: 15
gradient: Gradient {
GradientStop { position: 0.0; color: "steelBlue" }
GradientStop { position: 0.49; color: "white" }
GradientStop { position: 0.5; color: "gray" }
GradientStop { position: 1.0; color: "darkGray" }
}
radius: 20
border.width: 2
border.color: "black"
Text {
anchors.centerIn: parent
font.pixelSize: 40
text: "Position 1"
}
}
ShaderEffectSource {
id: source
sourceItem: draggee
hideSource: true
property real margins: 6
sourceRect: Qt.rect(-margins, -margins, sourceItem.width + 2 * margins, sourceItem.height + 2 * margins)
smooth: true
}
ShaderEffect{
id: effect
anchors.fill: source.sourceItem
anchors.margins: -source.margins
property variant source: source
property variant offset: Qt.size(4 / width, 4 / height)
property variant delta: Qt.size(0.5 / width, 0.5 / height)
fragmentShader: "
uniform lowp sampler2D source;
uniform highp vec2 offset;
uniform highp vec2 delta;
varying highp vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
void main() {
highp vec2 delta2 = vec2(delta.x, -delta.y);
lowp float shadow = 0.25 * (texture2D(source, qt_TexCoord0 - offset + delta).a
+ texture2D(source, qt_TexCoord0 - offset - delta).a
+ texture2D(source, qt_TexCoord0 - offset + delta2).a
+ texture2D(source, qt_TexCoord0 - offset - delta2).a);
lowp vec4 color = texture2D(source, qt_TexCoord0);
gl_FragColor = mix(vec4(vec3(0.), 0.5 * shadow), color, color.a);
}
"
}
}
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