diff options
Diffstat (limited to 'src/imports/shaders/shadereffectitem.cpp')
-rw-r--r-- | src/imports/shaders/shadereffectitem.cpp | 54 |
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 |