/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 ShaderEffect { property variant source property ListModel parameters: ListModel { } property bool divider: true property real dividerValue: 0.5 property real targetWidth: 0 property real targetHeight: 0 property string fragmentShaderFilename property string vertexShaderFilename QtObject { id: d property string fragmentShaderCommon: " #ifdef GL_ES precision mediump float; #else # define lowp # define mediump # define highp #endif // GL_ES " } // The following is a workaround for the fact that ShaderEffect // doesn't provide a way for shader programs to be read from a file, // rather than being inline in the QML file onFragmentShaderFilenameChanged: fragmentShader = d.fragmentShaderCommon + fileReader.readFile(":shaders/" + fragmentShaderFilename) onVertexShaderFilenameChanged: vertexShader = fileReader.readFile(vertexShaderFilename) }