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-rw-r--r--src/imports/shaders/shadereffectitem.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/imports/shaders/shadereffectitem.cpp b/src/imports/shaders/shadereffectitem.cpp
index ac5a985e..9c25aa78 100644
--- a/src/imports/shaders/shadereffectitem.cpp
+++ b/src/imports/shaders/shadereffectitem.cpp
@@ -76,7 +76,7 @@ static const char qt_emptyAttributeName[] = "";
\brief The ShaderEffectItem object alters the output of given item with OpenGL shaders.
\inherits Item
- ShaderEffectItem is available in the \bold{Qt.labs.shaders 1.0} module.
+ ShaderEffectItem is available in the \b{Qt.labs.shaders 1.0} module.
\e {Elements in the Qt.labs module are not guaranteed to remain compatible
in future versions.}
@@ -99,15 +99,15 @@ static const char qt_emptyAttributeName[] = "";
A standard set of vertex attributes are provided for the shaders:
\list
- \o qt_Vertex - The primary position of the vertex.
- \o qt_MultiTexCoord0 - The texture co-ordinate at each vertex for texture unit 0.
+ \li qt_Vertex - The primary position of the vertex.
+ \li qt_MultiTexCoord0 - The texture co-ordinate at each vertex for texture unit 0.
\endlist
Additionally following uniforms are available for shaders:
\list
- \o qt_Opacity - Effective opacity of the item.
- \o qt_ModelViewProjectionMatrix - current 4x4 transformation matrix of the item.
+ \li qt_Opacity - Effective opacity of the item.
+ \li qt_ModelViewProjectionMatrix - current 4x4 transformation matrix of the item.
\endlist
Furthermore, it is possible to utilize automatic QML propertybinding into vertex- and fragment shader
@@ -115,38 +115,38 @@ static const char qt_emptyAttributeName[] = "";
\table
\header
- \o QML property
- \o GLSL uniform
+ \li QML property
+ \li GLSL uniform
\row
- \o property double foo: 1.0
- \o uniform highp float foo
+ \li property double foo: 1.0
+ \li uniform highp float foo
\row
- \o property real foo: 1.0
- \o uniform highp float foo
+ \li property real foo: 1.0
+ \li uniform highp float foo
\row
- \o property bool foo: true
- \o uniform bool foo
+ \li property bool foo: true
+ \li uniform bool foo
\row
- \o property int foo: 1
- \o uniform int foo
+ \li property int foo: 1
+ \li uniform int foo
\row
- \o property variant foo: Qt.point(1,1)
- \o uniform highp vec2 foo
+ \li property variant foo: Qt.point(1,1)
+ \li uniform highp vec2 foo
\row
- \o property variant foo: Qt.size(1, 1)
- \o uniform highp vec2 foo
+ \li property variant foo: Qt.size(1, 1)
+ \li uniform highp vec2 foo
\row
- \o property variant foo: Qt.rect(1, 1, 2, 2)
- \o uniform highp vec4 foo
+ \li property variant foo: Qt.rect(1, 1, 2, 2)
+ \li uniform highp vec4 foo
\row
- \o property color foo: "#00000000"
- \o uniform lowp vec4 foo
+ \li property color foo: "#00000000"
+ \li uniform lowp vec4 foo
\row
- \o property variant foo: Qt.vector3d(1.0, 2.0, 0.0)
- \o uniform highp vec3 foo
+ \li property variant foo: Qt.vector3d(1.0, 2.0, 0.0)
+ \li uniform highp vec3 foo
\row
- \o property variant foo: ShaderEffectSource { SourceItem: bar }
- \o uniform lowp sampler2D foo
+ \li property variant foo: ShaderEffectSource { SourceItem: bar }
+ \li uniform lowp sampler2D foo
\endtable
\note
The uniform precision definitions in the above table are not strict, it is possible to choose the uniform