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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-05-03 12:06:27 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-07-25 14:24:13 +0200
commit25531b3d91311c1362b11f3465109b809809d2e4 (patch)
tree808e7c60c5051abd6f51468a5440074372890d7d
parent045527ed8a9dbe68240d26cd024e93d3112017d4 (diff)
Enable Material style with RHI
Change-Id: I9100d20b76b9cc6ac138f474e5d808db19ed6684 Reviewed-by: Mitch Curtis <mitch.curtis@qt.io>
-rw-r--r--src/imports/controls/material/qtquickcontrols2materialstyleplugin.qrc1
-rw-r--r--src/imports/controls/material/shaders/+qsb/RectangularGlow.fragbin0 -> 2321 bytes
-rw-r--r--src/imports/controls/material/shaders/RectangularGlow_rhi.frag28
3 files changed, 29 insertions, 0 deletions
diff --git a/src/imports/controls/material/qtquickcontrols2materialstyleplugin.qrc b/src/imports/controls/material/qtquickcontrols2materialstyleplugin.qrc
index 6e29aea4..71f9563b 100644
--- a/src/imports/controls/material/qtquickcontrols2materialstyleplugin.qrc
+++ b/src/imports/controls/material/qtquickcontrols2materialstyleplugin.qrc
@@ -15,5 +15,6 @@
<file>shaders/RectangularGlow.frag</file>
<file>shaders/+glslcore/RectangularGlow.frag</file>
<file>shaders/+hlsl/RectangularGlow.frag</file>
+ <file>shaders/+qsb/RectangularGlow.frag</file>
</qresource>
</RCC>
diff --git a/src/imports/controls/material/shaders/+qsb/RectangularGlow.frag b/src/imports/controls/material/shaders/+qsb/RectangularGlow.frag
new file mode 100644
index 00000000..a805b134
--- /dev/null
+++ b/src/imports/controls/material/shaders/+qsb/RectangularGlow.frag
Binary files differ
diff --git a/src/imports/controls/material/shaders/RectangularGlow_rhi.frag b/src/imports/controls/material/shaders/RectangularGlow_rhi.frag
new file mode 100644
index 00000000..3e7d2dfe
--- /dev/null
+++ b/src/imports/controls/material/shaders/RectangularGlow_rhi.frag
@@ -0,0 +1,28 @@
+#version 440
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float relativeSizeX;
+ float relativeSizeY;
+ float spread;
+ vec4 color;
+} ubuf;
+
+float linearstep(float e0, float e1, float x)
+{
+ return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
+}
+
+void main()
+{
+ float alpha =
+ smoothstep(0.0, ubuf.relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
+ smoothstep(0.0, ubuf.relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));
+
+ float spreadMultiplier = linearstep(ubuf.spread, 1.0 - ubuf.spread, alpha);
+ fragColor = ubuf.color * ubuf.qt_Opacity * spreadMultiplier * spreadMultiplier;
+}