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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 real radius: 0.0
property int maximumRadius: 0
property real horizontalOffset: 0
property real verticalOffset: 0
property real spread: 0
property color color: "black"
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: cacheItem
anchors.fill: shaderItem
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect{
id: shadowItem
anchors.fill: parent
property variant original: sourceProxy.output
property color color: rootItem.color
property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
property real verticalOffset: rootItem.verticalOffset / rootItem.height
visible: false
fragmentShader: "
uniform highp sampler2D original;
uniform lowp float qt_Opacity;
uniform lowp vec4 color;
uniform highp float horizontalOffset;
uniform highp float verticalOffset;
varying highp vec2 qt_TexCoord0;
void main(void) {
highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
lowp float eb = 1.0 - ea;
gl_FragColor = eb * color + ea * color * (1.0 - texture2D(original, pos).a) * qt_Opacity;
}
"
}
GaussianDirectionalBlur {
id: blurItem
anchors.fill: parent
horizontalStep: 0.0
verticalStep: 1.0 / parent.height
source: horizontalBlur
radius: rootItem.radius
maximumRadius: rootItem.maximumRadius
visible: false
}
GaussianDirectionalBlur {
id: horizontalBlur
width: transparentBorder ? parent.width + 2 * maximumRadius : parent.width
height: parent.height
horizontalStep: 1.0 / parent.width
verticalStep: 0.0
source: shadowItem
radius: rootItem.radius
maximumRadius: rootItem.maximumRadius
visible: false
}
ShaderEffectSource {
id: blurredSource
sourceItem: blurItem
live: true
smooth: true
}
ShaderEffect {
id: shaderItem
anchors.fill: parent
property variant original: sourceProxy.output
property variant shadow: blurredSource
property real spread: 1.0 - (rootItem.spread * 0.98)
property color color: rootItem.color
fragmentShader: "
uniform highp sampler2D original;
uniform highp sampler2D shadow;
uniform lowp float qt_Opacity;
uniform highp float spread;
uniform lowp vec4 color;
varying highp 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(void) {
lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
lowp vec4 shadowColor = texture2D(shadow, qt_TexCoord0);
shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}
"
}
}