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+/**
+ * Source codes are licensed under a Creative Commons Attribution 3.0 Unported
+ * License. http://creativecommons.org/licenses/by/3.0/
+ *
+ * SPDX license identifier: CC-BY-3.0
+ *
+ * Initial code writters can be contacted at: info@quitcoding.com
+ *
+ * Copyright (C) 2015 GENIVI Alliance
+ *
+ * List of changes:
+ *
+ */
+import QtQuick 2.0
+
+/* Light source for the normal mapping shader */
+
+Item {
+ id: root
+
+ // The position of light, read-only to keep translate
+ property real lightPosX: priv.lPosX + lightTranslateX
+ property real lightPosY: priv.lPosY + lightTranslateY
+
+ // Translate position, for e.g. animating light slightly
+ property real lightTranslateX: 0
+ property real lightTranslateY: 0
+
+ // The intensity of light
+ property real lightIntensity: 0.4;
+
+ // Set the position for light, forces inside the area
+ function setLightPos(xpos, ypos) {
+ priv.lPosX = Math.min(root.width, Math.max(0, xpos));
+ priv.lPosY = Math.min(root.height, Math.max(0, ypos));
+ }
+
+ // This item should fill the whole area where light is used
+ anchors.fill: parent
+
+ Item {
+ id: priv
+ property real lPosX: root.width/2;
+ property real lPosY: root.height/2;
+ }
+}