/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Graphical Effects module. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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; } " } }