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/****************************************************************************
**
** 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)
}
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