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.
415 lines
13 KiB
QML
415 lines
13 KiB
QML
/****************************************************************************
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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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Item {
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id: rootItem
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property variant source
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property real blur: 0.0
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property real horizontalOffset: 0
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property real verticalOffset: 0
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property real spread: 0.0
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property color color: "black"
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property bool cached: false
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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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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property string __internalBlurVertexShader: "
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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uniform highp mat4 qt_Matrix;
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uniform highp float yStep;
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uniform highp float xStep;
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varying highp vec2 qt_TexCoord0;
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varying highp vec2 qt_TexCoord1;
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varying highp vec2 qt_TexCoord2;
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varying highp vec2 qt_TexCoord3;
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void main() {
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qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
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qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
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qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
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qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
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gl_Position = qt_Matrix * qt_Vertex;
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}
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"
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property string __internalBlurFragmentShader: "
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uniform lowp sampler2D source;
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uniform lowp float qt_Opacity;
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varying highp vec2 qt_TexCoord0;
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varying highp vec2 qt_TexCoord1;
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varying highp vec2 qt_TexCoord2;
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varying highp vec2 qt_TexCoord3;
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void main() {
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highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
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texture2D(source, qt_TexCoord1) +
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texture2D(source, qt_TexCoord2) +
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texture2D(source, qt_TexCoord3)) * 0.25;
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gl_FragColor = sourceColor * qt_Opacity;
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}
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"
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ShaderEffect {
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id: level0
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property variant source: sourceProxy.output
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property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
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property real verticalOffset: rootItem.verticalOffset / rootItem.width
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property color color: rootItem.color
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anchors.fill: parent
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visible: false
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smooth: true
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fragmentShader: "
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varying highp vec2 qt_TexCoord0;
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uniform lowp float qt_Opacity;
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uniform highp sampler2D source;
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uniform lowp vec4 color;
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uniform highp float horizontalOffset;
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uniform highp float verticalOffset;
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void main(void) {
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highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
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lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
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lowp float eb = 1.0 - ea;
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gl_FragColor = (eb * color + ea * color * (1.0 - texture2D(source, pos).a)) * qt_Opacity;
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}
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"
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}
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ShaderEffectSource {
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id: level1
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width: Math.ceil(shaderItem.width / 32) * 32
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height: Math.ceil(shaderItem.height / 32) * 32
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sourceItem: level0
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hideSource: rootItem.visible
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smooth: true
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visible: false
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}
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ShaderEffect {
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id: effect1
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property variant source: level1
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level2
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level2
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width: level1.width / 2
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height: level1.height / 2
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sourceItem: effect1
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect2
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property variant source: level2
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level3
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level3
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width: level2.width / 2
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height: level2.height / 2
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sourceItem: effect2
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect3
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property variant source: level3
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level4
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level4
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width: level3.width / 2
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height: level3.height / 2
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sourceItem: effect3
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect4
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property variant source: level4
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level5
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level5
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width: level4.width / 2
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height: level4.height / 2
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sourceItem: effect4
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect5
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property variant source: level5
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level6
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level6
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width: level5.width / 2
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height: level5.height / 2
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sourceItem: effect5
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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Item {
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id: dummysource
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width: 1
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height: 1
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visible: false
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}
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ShaderEffectSource {
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id: dummy
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width: 1
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height: 1
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sourceItem: dummysource
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visible: false
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smooth: false
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live: false
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}
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ShaderEffect {
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id: shaderItem
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width: parent.width
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height: parent.height
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property variant original: sourceProxy.output
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property variant source1: level1
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property variant source2: level2
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property variant source3: level3
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property variant source4: level4
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property variant source5: level5
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property variant source6: level6
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property real lod: rootItem.blur
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property real weight1;
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property real weight2;
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property real weight3;
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property real weight4;
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property real weight5;
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property real weight6;
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property real spread: 1.0 - (rootItem.spread * 0.98)
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property color color: rootItem.color
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function weight(v) {
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if (v <= 0.0)
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return 1
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if (v >= 0.5)
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return 0
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return 1.0 - v / 0.5
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}
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function calculateWeights() {
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var w1 = weight(Math.abs(lod - 0.100))
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var w2 = weight(Math.abs(lod - 0.300))
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var w3 = weight(Math.abs(lod - 0.500))
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var w4 = weight(Math.abs(lod - 0.700))
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var w5 = weight(Math.abs(lod - 0.900))
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var w6 = weight(Math.abs(lod - 1.100))
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var sum = w1 + w2 + w3 + w4 + w5 + w6;
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weight1 = w1 / sum;
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weight2 = w2 / sum;
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weight3 = w3 / sum;
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weight4 = w4 / sum;
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weight5 = w5 / sum;
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weight6 = w6 / sum;
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upateSources()
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}
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function upateSources() {
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var sources = new Array();
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var weights = new Array();
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if (weight1 > 0) {
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sources.push(level1)
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weights.push(weight1)
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}
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if (weight2 > 0) {
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sources.push(level2)
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weights.push(weight2)
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}
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if (weight3 > 0) {
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sources.push(level3)
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weights.push(weight3)
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}
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if (weight4 > 0) {
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sources.push(level4)
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weights.push(weight4)
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}
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if (weight5 > 0) {
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sources.push(level5)
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weights.push(weight5)
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}
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if (weight6 > 0) {
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sources.push(level6)
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weights.push(weight6)
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}
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for (var j = sources.length; j < 6; j++) {
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sources.push(dummy)
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weights.push(0.0)
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}
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source1 = sources[0]
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source2 = sources[1]
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source3 = sources[2]
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source4 = sources[3]
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source5 = sources[4]
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source6 = sources[5]
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weight1 = weights[0]
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weight2 = weights[1]
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weight3 = weights[2]
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weight4 = weights[3]
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weight5 = weights[4]
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weight6 = weights[5]
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}
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Component.onCompleted: calculateWeights()
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onLodChanged: calculateWeights()
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fragmentShader: "
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uniform lowp sampler2D original;
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uniform lowp sampler2D source1;
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uniform lowp sampler2D source2;
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uniform lowp sampler2D source3;
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uniform lowp sampler2D source4;
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uniform lowp sampler2D source5;
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uniform mediump float weight1;
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uniform mediump float weight2;
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uniform mediump float weight3;
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uniform mediump float weight4;
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uniform mediump float weight5;
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uniform highp vec4 color;
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uniform highp float spread;
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uniform lowp float qt_Opacity;
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varying mediump 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 vec4 shadowColor = texture2D(source1, qt_TexCoord0) * weight1;
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shadowColor += texture2D(source2, qt_TexCoord0) * weight2;
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shadowColor += texture2D(source3, qt_TexCoord0) * weight3;
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shadowColor += texture2D(source4, qt_TexCoord0) * weight4;
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shadowColor += texture2D(source5, qt_TexCoord0) * weight5;
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lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
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shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
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gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
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}
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"
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}
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}
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