/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** 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 Nokia Corporation 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 import "internal" Item { id: rootItem property variant source property variant displacementSource property real displacement: 0.0 property bool cached: false SourceProxy { id: sourceProxy input: rootItem.source } SourceProxy { id: displacementSourceProxy input: rootItem.displacementSource } ShaderEffectSource { id: cacheItem anchors.fill: parent visible: rootItem.cached smooth: true sourceItem: shaderItem live: true hideSource: visible } ShaderEffect { id: shaderItem property variant source: sourceProxy.output property variant displacementSource: displacementSourceProxy.output property real displacement: rootItem.displacement property real xPixel: 1.0/width property real yPixel: 1.0/height anchors.fill: parent fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; uniform lowp sampler2D displacementSource; uniform highp float displacement; uniform highp float xPixel; uniform highp float yPixel; highp float linearstep(highp float e0, highp float e1, highp float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { lowp vec4 offset = texture2D(displacementSource, qt_TexCoord0); offset.xy -= vec2(0.5, 0.5); offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy)); highp vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement); lowp float e1 = linearstep(0.0, xPixel, tx.x); lowp float e2 = linearstep(0.0, yPixel, tx.y); lowp float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x); lowp float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y); lowp vec4 sample = texture2D(source, tx); sample.rgb *= e1 * e2 * e3 * e4; gl_FragColor = sample * qt_Opacity * offset.a; } " } }