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import QtQuick 2.0
Item {
width: 320
height: 480
ShaderEffectSource {
id: source
sourceItem: text
textureSize: Qt.size(text.width / 2, text.height / 2)
smooth: true
}
ShaderEffect {
anchors.fill: text
property variant source: source
property variant textureSize: source.textureSize
property color color: "black"
fragmentShader: "
uniform lowp sampler2D source;
varying highp vec2 qt_TexCoord0;
uniform highp vec2 textureSize;
uniform lowp vec4 color;
uniform lowp float qt_Opacity;
void main() {
highp vec2 dx = vec2(0.5 / textureSize.x, 0.);
highp vec2 dy = vec2(0., 0.5 / textureSize.y);
gl_FragColor = color * 0.25
* (texture2D(source, qt_TexCoord0 + dx + dy).a
+ texture2D(source, qt_TexCoord0 + dx - dy).a
+ texture2D(source, qt_TexCoord0 - dx + dy).a
+ texture2D(source, qt_TexCoord0 - dx - dy).a);
}
"
}
Text {
id: text
anchors.centerIn: parent
font.pixelSize: 80
text: "Shaderz!"
color: "white"
}
}
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