/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** 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 "private" Item { id: rootItem property variant start: Qt.point(0, 0) property variant end: Qt.point(0, height) property bool cached: false property variant source property Gradient gradient: Gradient { GradientStop { position: 0.0; color: "white" } GradientStop { position: 1.0; color: "black" } } SourceProxy { id: maskSourceProxy input: rootItem.source } ShaderEffectSource { id: gradientSource sourceItem: Rectangle { width: 16 height: 256 gradient: rootItem.gradient smooth: true } smooth: true hideSource: true visible: false } ShaderEffectSource { id: cacheItem anchors.fill: parent visible: rootItem.cached smooth: true sourceItem: shaderItem live: true hideSource: visible } ShaderEffect { id: shaderItem anchors.fill: parent property variant source: gradientSource property variant maskSource: maskSourceProxy.output property variant startPoint: Qt.point(start.x / width, start.y / height) property real dx: end.x - start.x property real dy: end.y - start.y property real l: 1.0 / Math.sqrt(Math.pow(dx / width, 2.0) + Math.pow(dy / height, 2.0)) property real angle: Math.atan2(dx, dy) property variant matrixData: Qt.point(Math.sin(angle), Math.cos(angle)) vertexShader: " attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; uniform highp vec2 startPoint; uniform highp float l; uniform highp vec2 matrixData; void main() { highp mat2 rot = mat2(matrixData.y, -matrixData.x, matrixData.x, matrixData.y); qt_TexCoord0 = qt_MultiTexCoord0; qt_TexCoord1 = qt_MultiTexCoord0 * l; qt_TexCoord1 -= startPoint * l; qt_TexCoord1 *= rot; gl_Position = qt_Matrix * qt_Vertex; } " fragmentShader: maskSource == undefined ? noMaskShader : maskShader onFragmentShaderChanged: lChanged() property string maskShader: " uniform lowp sampler2D source; uniform lowp sampler2D maskSource; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; void main() { lowp vec4 gradientColor = texture2D(source, qt_TexCoord1); lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; gl_FragColor = gradientColor * maskAlpha * qt_Opacity; } " property string noMaskShader: " uniform lowp sampler2D source; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord1; void main() { gl_FragColor = texture2D(source, qt_TexCoord1) * qt_Opacity; } " } }