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/****************************************************************************
**
** 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
Item {
id: rootItem
property variant source
property real radius: 0.0
property int maximumRadius: 0
property real spread: 0.0
property color color: "white"
property bool cached: false
property bool transparentBorder: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: cacheItem
anchors.fill: shaderItem
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
DirectionalGaussianBlur {
id: blur
x: transparentBorder ? -maximumRadius : 0
y: transparentBorder ? -maximumRadius : 0
width: horizontalBlur.width
height: transparentBorder ? horizontalBlur.height + 2 * maximumRadius : horizontalBlur.height
horizontalStep: 0.0
verticalStep: 1.0 / parent.height
source: ShaderEffectSource {
sourceItem: horizontalBlur
hideSource: true
visible: false
smooth: true
}
radius: rootItem.radius
maximumRadius: rootItem.maximumRadius
transparentBorder: rootItem.transparentBorder
visible: false
}
DirectionalGaussianBlur {
id: horizontalBlur
width: transparentBorder ? parent.width + 2 * maximumRadius : parent.width
height: parent.height
horizontalStep: 1.0 / parent.width
verticalStep: 0.0
source: sourceProxy.output
radius: rootItem.radius
maximumRadius: rootItem.maximumRadius
transparentBorder: rootItem.transparentBorder
visible: false
}
ShaderEffectSource {
id: blurredSource
sourceItem: blur
live: true
hideSource: true
textureSize: transparentBorder ? Qt.size(blur.width + 2 * maximumRadius, blur.height + 2 * maximumRadius) : Qt.size(blur.width, blur.height)
sourceRect: transparentBorder ? Qt.rect(-maximumRadius, -maximumRadius, blur.width + 2 * maximumRadius, blur.height + 2 * maximumRadius) : Qt.rect(0,0,0,0)
smooth: true
visible: false
}
ShaderEffect {
id: shaderItem
property variant source: blurredSource
property real spread: 1.0 - (rootItem.spread * 0.98)
property color color: rootItem.color
anchors.fill: blur
anchors.margins: transparentBorder ? -maximumRadius : 0
smooth: true
fragmentShader: "
uniform lowp sampler2D source;
uniform lowp float qt_Opacity;
uniform highp vec4 color;
uniform highp float spread;
varying mediump vec2 qt_TexCoord0;
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 sourceColor = texture2D(source, qt_TexCoord0);
sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
gl_FragColor = sourceColor * qt_Opacity;
}
"
}
}
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