/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QML Shaders plugin of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 1.0 import Qt.labs.shaders 1.0 Rectangle { anchors.fill: parent; color: "red" Timer { running: true interval: 2000 repeat: true onTriggered: { effect.vertexShader == effect.defaultVertexShader ? effect.vertexShader = effect.dummyVertexShader : effect.vertexShader = effect.defaultVertexShader } } ShaderEffectItem { id: effect anchors.fill: parent; property string defaultVertexShader: " uniform highp mat4 qt_ModelViewProjectionMatrix; attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; varying highp vec2 qt_TexCoord0; void main(void) { qt_TexCoord0 = qt_MultiTexCoord0; gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; } " property string dummyVertexShader: " uniform highp mat4 qt_ModelViewProjectionMatrix; attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; varying highp vec2 qt_TexCoord0; void main(void) { qt_TexCoord0 = qt_MultiTexCoord0; gl_Position = qt_Vertex * vec4(0.0, 0.0, 0.0, 0.0001); } " vertexShader: defaultVertexShader fragmentShader: " varying highp vec2 qt_TexCoord0; void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); } " } Rectangle { width: parent.width height: 40 color: "#cc000000" Text { id: label anchors.centerIn: parent text: effect.vertexShader == effect.defaultVertexShader ? "Effect (display shoud be green)" : "Effect (display shoud be red)" color: "white" font.bold: true } } }