/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** 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 The Qt Company Ltd 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 QtGraphicalEffects.private 1.0 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; } " } }