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- /****************************************************************************
- **
- ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
- ** Contact: http://www.qt-project.org/legal
- **
- ** This file is part of the Qt Graphical Effects module.
- **
- ** $QT_BEGIN_LICENSE:BSD$
- ** You may use this file under the terms of the BSD license as follows:
- **
- ** "Redistribution and use in source and binary forms, with or without
- ** modification, are permitted provided that the following conditions are
- ** met:
- ** * Redistributions of source code must retain the above copyright
- ** notice, this list of conditions and the following disclaimer.
- ** * Redistributions in binary form must reproduce the above copyright
- ** notice, this list of conditions and the following disclaimer in
- ** the documentation and/or other materials provided with the
- ** distribution.
- ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
- ** of its contributors may be used to endorse or promote products derived
- ** from this software without specific prior written permission.
- **
- **
- ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
- **
- ** $QT_END_LICENSE$
- **
- ****************************************************************************/
-
- import QtQuick 2.0
-
- Item {
- id: rootItem
- property variant source
- property variant maskSource
- property real blur: 0.0
- property bool transparentBorder: false
- property bool cached: false
-
- SourceProxy {
- id: sourceProxy
- input: rootItem.source
- }
-
- SourceProxy {
- id: maskSourceProxy
- input: rootItem.maskSource
- }
-
- ShaderEffectSource {
- id: cacheItem
- anchors.fill: shaderItem
- visible: rootItem.cached
- sourceItem: shaderItem
- live: true
- hideSource: visible
- smooth: rootItem.blur > 0
- }
-
- property string __internalBlurVertexShader: "
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- uniform highp mat4 qt_Matrix;
- uniform highp float yStep;
- uniform highp float xStep;
- varying highp vec2 qt_TexCoord0;
- varying highp vec2 qt_TexCoord1;
- varying highp vec2 qt_TexCoord2;
- varying highp vec2 qt_TexCoord3;
-
- void main() {
- qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
- qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
- qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
- qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
- gl_Position = qt_Matrix * qt_Vertex;
- }
- "
-
- property string __internalBlurFragmentShader: "
- uniform lowp sampler2D source;
- uniform lowp float qt_Opacity;
- varying highp vec2 qt_TexCoord0;
- varying highp vec2 qt_TexCoord1;
- varying highp vec2 qt_TexCoord2;
- varying highp vec2 qt_TexCoord3;
-
- void main() {
- highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
- texture2D(source, qt_TexCoord1) +
- texture2D(source, qt_TexCoord2) +
- texture2D(source, qt_TexCoord3)) * 0.25;
- gl_FragColor = sourceColor * qt_Opacity;
- }
- "
-
- ShaderEffect {
- id: mask0
- property variant source: maskSourceProxy.output
- anchors.fill: parent
- visible: false
- smooth: true
- }
-
- ShaderEffectSource {
- id: masklevel1
- width: Math.ceil(shaderItem.width / 32) * 32
- height: Math.ceil(shaderItem.height / 32) * 32
- sourceItem: mask0
- hideSource: rootItem.visible
- sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
- visible: false
- smooth: rootItem.blur > 0
- }
-
- ShaderEffect {
- id: level0
- property variant source: sourceProxy.output
- anchors.fill: parent
- visible: false
- smooth: true
- }
-
- ShaderEffectSource {
- id: level1
- width: Math.ceil(shaderItem.width / 32) * 32
- height: Math.ceil(shaderItem.height / 32) * 32
- sourceItem: level0
- hideSource: rootItem.visible
- sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
- visible: false
- smooth: rootItem.blur > 0
- }
-
- ShaderEffect {
- id: effect1
- property variant source: level1
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level2
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
-
- ShaderEffectSource {
- id: level2
- width: level1.width / 2
- height: level1.height / 2
- sourceItem: effect1
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
-
- ShaderEffect {
- id: effect2
- property variant source: level2
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level3
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
-
- ShaderEffectSource {
- id: level3
- width: level2.width / 2
- height: level2.height / 2
- sourceItem: effect2
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
-
- ShaderEffect {
- id: effect3
- property variant source: level3
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level4
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
-
- ShaderEffectSource {
- id: level4
- width: level3.width / 2
- height: level3.height / 2
- sourceItem: effect3
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
-
- ShaderEffect {
- id: effect4
- property variant source: level4
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level5
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
-
- ShaderEffectSource {
- id: level5
- width: level4.width / 2
- height: level4.height / 2
- sourceItem: effect4
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
-
- ShaderEffect {
- id: effect5
- property variant source: level5
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level6
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
-
- ShaderEffectSource {
- id: level6
- width: level5.width / 2
- height: level5.height / 2
- sourceItem: effect5
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
-
- ShaderEffect {
- id: shaderItem
- property variant mask: masklevel1
- property variant source1: level1
- property variant source2: level2
- property variant source3: level3
- property variant source4: level4
- property variant source5: level5
- property variant source6: level6
- property real lod: Math.sqrt(rootItem.blur) * 1.2 - 0.2
- property real weight1
- property real weight2
- property real weight3
- property real weight4
- property real weight5
- property real weight6
-
- x: transparentBorder ? -64 : 0
- y: transparentBorder ? -64 : 0
- width: transparentBorder ? parent.width + 128 : parent.width
- height: transparentBorder ? parent.height + 128 : parent.height
-
- fragmentShader: "
- uniform lowp sampler2D mask;
- uniform lowp sampler2D source1;
- uniform lowp sampler2D source2;
- uniform lowp sampler2D source3;
- uniform lowp sampler2D source4;
- uniform lowp sampler2D source5;
- uniform lowp sampler2D source6;
- uniform lowp float lod;
- uniform lowp float qt_Opacity;
- varying mediump vec2 qt_TexCoord0;
-
- mediump float weight(mediump float v) {
- if (v <= 0.0)
- return 1.0;
-
- if (v >= 0.5)
- return 0.0;
-
- return 1.0 - v * 2.0;
- }
-
- void main() {
-
- lowp vec4 maskColor = texture2D(mask, qt_TexCoord0);
- mediump float l = lod * maskColor.a;
-
- mediump float w1 = weight(abs(l - 0.100));
- mediump float w2 = weight(abs(l - 0.300));
- mediump float w3 = weight(abs(l - 0.500));
- mediump float w4 = weight(abs(l - 0.700));
- mediump float w5 = weight(abs(l - 0.900));
- mediump float w6 = weight(abs(l - 1.100));
-
- mediump float sum = w1 + w2 + w3 + w4 + w5 + w6;
- mediump float weight1 = w1 / sum;
- mediump float weight2 = w2 / sum;
- mediump float weight3 = w3 / sum;
- mediump float weight4 = w4 / sum;
- mediump float weight5 = w5 / sum;
- mediump float weight6 = w6 / sum;
-
- lowp vec4 sourceColor = texture2D(source1, qt_TexCoord0) * weight1;
- sourceColor += texture2D(source2, qt_TexCoord0) * weight2;
- sourceColor += texture2D(source3, qt_TexCoord0) * weight3;
- sourceColor += texture2D(source4, qt_TexCoord0) * weight4;
- sourceColor += texture2D(source5, qt_TexCoord0) * weight5;
- sourceColor += texture2D(source6, qt_TexCoord0) * weight6;
-
- gl_FragColor = sourceColor * qt_Opacity;
-
- }
- "
- }
- }
-