Complete GUI overhaul (from Qt Widgets to Qt Quick Controls 2)
Added chaperone profiles Added separate supersampling sliders for applications/compositor Added asynchronous reprojection on/off switch Merged in Microphone Control Overlay Added Push-to-Talk profiles Updated to OpenVR 1.0.3 Requires at least SteamVR beta 1477423729.
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/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Graphical Effects module.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.0
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import QtGraphicalEffects.private 1.0
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/*!
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\qmltype RectangularGlow
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\inqmlmodule QtGraphicalEffects
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\since QtGraphicalEffects 1.0
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\inherits QtQuick2::Item
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\ingroup qtgraphicaleffects-glow
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\brief Generates a blurred and colorized rectangle, which gives
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the impression that the source is glowing.
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This effect is intended to have good performance. The shape of the glow is
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limited to a rectangle with a custom corner radius. For situations where
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custom shapes are required, consider \l {QtGraphicalEffects::Glow} {Glow}
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effect.
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\table
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\header
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\li Effect applied
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\row
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\li \image RectangularGlow_applied.png
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\endtable
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\section1 Example
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The following example shows how to apply the effect.
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\snippet RectangularGlow-example.qml example
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*/
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Item {
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id: rootItem
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/*!
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This property defines how many pixels outside the item area are reached
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by the glow.
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The value ranges from 0.0 (no glow) to inf (infinite glow). By default,
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the property is set to \c 0.0.
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\table
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\header
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\li Output examples with different glowRadius values
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\li
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\li
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\row
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\li \image RectangularGlow_glowRadius1.png
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\li \image RectangularGlow_glowRadius2.png
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\li \image RectangularGlow_glowRadius3.png
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\row
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\li \b { glowRadius: 10 }
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\li \b { glowRadius: 20 }
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\li \b { glowRadius: 40 }
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\row
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\li \l spread: 0
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\li \l spread: 0
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\li \l spread: 0
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\row
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\li \l color: #ffffff
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\li \l color: #ffffff
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\li \l color: #ffffff
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\row
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\endtable
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*/
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property real glowRadius: 0.0
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/*!
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This property defines how large part of the glow color is strenghtened
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near the source edges.
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The value ranges from 0.0 (no strenght increase) to 1.0 (maximum
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strenght increase). By default, the property is set to \c 0.0.
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\table
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\header
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\li Output examples with different spread values
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\li
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\li
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\row
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\li \image RectangularGlow_spread1.png
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\li \image RectangularGlow_spread2.png
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\li \image RectangularGlow_spread3.png
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\row
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\li \b { spread: 0.0 }
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\li \b { spread: 0.5 }
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\li \b { spread: 1.0 }
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\row
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\row
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\li \l color: #ffffff
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\li \l color: #ffffff
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\li \l color: #ffffff
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\row
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\endtable
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*/
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property real spread: 0.0
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/*!
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This property defines the RGBA color value which is used for the glow.
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By default, the property is set to \c "white".
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\table
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\header
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\li Output examples with different color values
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\li
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\li
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\row
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\li \image RectangularGlow_color1.png
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\li \image RectangularGlow_color2.png
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\li \image RectangularGlow_color3.png
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\row
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\li \b { color: #ffffff }
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\li \b { color: #55ff55 }
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\li \b { color: #5555ff }
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\row
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\row
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\li \l spread: 0
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\li \l spread: 0
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\li \l spread: 0
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\row
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\endtable
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*/
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property color color: "white"
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/*!
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This property defines the corner radius that is used to draw a glow with
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rounded corners.
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The value ranges from 0.0 to half of the effective width or height of
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the glow, whichever is smaller. This can be calculated with: \c{
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min(width, height) / 2.0 + glowRadius}
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By default, the property is bound to glowRadius property. The glow
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behaves as if the rectangle was blurred when adjusting the glowRadius
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property.
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\table
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\header
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\li Output examples with different cornerRadius values
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\li
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\li
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\row
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\li \image RectangularGlow_cornerRadius1.png
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\li \image RectangularGlow_cornerRadius2.png
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\li \image RectangularGlow_cornerRadius3.png
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\row
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\li \b { cornerRadius: 0 }
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\li \b { cornerRadius: 25 }
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\li \b { cornerRadius: 50 }
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\row
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\row
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\li \l spread: 0
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\li \l spread: 0
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\li \l spread: 0
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\row
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\li \l color: #ffffff
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\li \l color: #ffffff
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\li \l color: #ffffff
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\endtable
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*/
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property real cornerRadius: glowRadius
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/*!
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This property allows the effect output pixels to be cached in order to
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improve the rendering performance.
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Every time the source or effect properties are changed, the pixels in
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the cache must be updated. Memory consumption is increased, because an
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extra buffer of memory is required for storing the effect output.
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It is recommended to disable the cache when the source or the effect
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properties are animated.
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By default, the property is set to \c false.
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*/
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property bool cached: false
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: shaderItem
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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x: (parent.width - width) / 2.0
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y: (parent.height - height) / 2.0
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width: parent.width + rootItem.glowRadius * 2 + cornerRadius * 2
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height: parent.height + rootItem.glowRadius * 2 + cornerRadius * 2
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function clampedCornerRadius() {
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var maxCornerRadius = Math.min(rootItem.width, rootItem.height) / 2 + glowRadius;
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return Math.max(0, Math.min(rootItem.cornerRadius, maxCornerRadius))
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}
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property color color: rootItem.color
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property real inverseSpread: 1.0 - rootItem.spread
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property real relativeSizeX: ((inverseSpread * inverseSpread) * rootItem.glowRadius + cornerRadius * 2.0) / width
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property real relativeSizeY: relativeSizeX * (width / height)
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property real spread: rootItem.spread / 2.0
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property real cornerRadius: clampedCornerRadius()
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fragmentShader: "
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uniform highp float qt_Opacity;
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uniform mediump float relativeSizeX;
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uniform mediump float relativeSizeY;
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uniform mediump float spread;
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uniform lowp vec4 color;
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varying highp vec2 qt_TexCoord0;
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highp float linearstep(highp float e0, highp float e1, highp float x) {
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return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
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}
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void main() {
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lowp float alpha =
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smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
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smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));
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highp float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha);
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gl_FragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier;
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}
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"
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}
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}
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