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.
313 lines
12 KiB
QML
313 lines
12 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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/*!
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\qmltype RadialBlur
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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-motion-blur
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\brief Applies directional blur in a circular direction around the items
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center point.
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Effect creates perceived impression that the source item appears to be
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rotating to the direction of the blur.
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Other available motionblur effects are
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\l{QtGraphicalEffects::ZoomBlur}{ZoomBlur} and
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\l{QtGraphicalEffects::DirectionalBlur}{DirectionalBlur}.
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\table
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\header
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\li Source
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\li Effect applied
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\row
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\li \image Original_bug.png
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\li \image RadialBlur_bug.png
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\endtable
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\section1 Example Usage
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The following example shows how to apply the effect.
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\snippet RadialBlur-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 the source item that is going to be blurred.
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\note It is not supported to let the effect include itself, for
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instance by setting source to the effect's parent.
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*/
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property variant source
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/*!
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This property defines the direction for the blur and at the same time
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the level of blurring. The larger the angle, the more the result becomes
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blurred. The quality of the blur depends on
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\l{RadialBlur::samples}{samples} property. If angle value is large, more
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samples are needed to keep the visual quality at high level.
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Allowed values are between 0.0 and 360.0. By default the property is set
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to \c 0.0.
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\table
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\header
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\li Output examples with different angle values
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\li
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\li
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\row
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\li \image RadialBlur_angle1.png
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\li \image RadialBlur_angle2.png
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\li \image RadialBlur_angle3.png
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\row
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\li \b { angle: 0.0 }
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\li \b { angle: 15.0 }
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\li \b { angle: 30.0 }
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\row
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\li \l samples: 24
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\li \l samples: 24
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\li \l samples: 24
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\row
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\li \l horizontalOffset: 0
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\li \l horizontalOffset: 0
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\li \l horizontalOffset: 0
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\row
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\li \l verticalOffset: 0
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\li \l verticalOffset: 0
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\li \l verticalOffset: 0
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\endtable
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*/
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property real angle: 0.0
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/*!
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This property defines how many samples are taken per pixel when blur
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calculation is done. Larger value produces better quality, but is slower
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to render.
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This property is not intended to be animated. Changing this property may
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cause the underlying OpenGL shaders to be recompiled.
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Allowed values are between 0 and inf (practical maximum depends on GPU).
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By default the property is set to \c 0 (no samples).
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*/
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property int samples: 0
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/*!
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\qmlproperty real QtGraphicalEffects::RadialBlur::horizontalOffset
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\qmlproperty real QtGraphicalEffects::RadialBlur::verticalOffset
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These properties define the offset in pixels for the perceived center
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point of the rotation.
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Allowed values are between -inf and inf.
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By default these properties are set to \c 0.
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\table
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\header
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\li Output examples with different horizontalOffset values
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\li
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\li
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\row
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\li \image RadialBlur_horizontalOffset1.png
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\li \image RadialBlur_horizontalOffset2.png
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\li \image RadialBlur_horizontalOffset3.png
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\row
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\li \b { horizontalOffset: 75.0 }
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\li \b { horizontalOffset: 0.0 }
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\li \b { horizontalOffset: -75.0 }
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\row
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\li \l samples: 24
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\li \l samples: 24
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\li \l samples: 24
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\row
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\li \l angle: 20
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\li \l angle: 20
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\li \l angle: 20
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\row
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\li \l verticalOffset: 0
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\li \l verticalOffset: 0
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\li \l verticalOffset: 0
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\endtable
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*/
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property real horizontalOffset: 0.0
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property real verticalOffset: 0.0
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/*!
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This property defines the blur behavior near the edges of the item,
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where the pixel blurring is affected by the pixels outside the source
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edges.
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If the property is set to \c true, the pixels outside the source are
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interpreted to be transparent, which is similar to OpenGL
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clamp-to-border extension. The blur is expanded slightly outside the
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effect item area.
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If the property is set to \c false, the pixels outside the source are
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interpreted to contain the same color as the pixels at the edge of the
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item, which is similar to OpenGL clamp-to-edge behavior. The blur does
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not expand outside the effect item area.
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By default, the property is set to \c false.
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*/
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property bool transparentBorder: false
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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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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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sourceRect: shaderItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
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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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ShaderEffect {
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id: shaderItem
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property variant source: sourceProxy.output
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property variant center: Qt.point(0.5 + rootItem.horizontalOffset / parent.width, 0.5 + rootItem.verticalOffset / parent.height)
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property bool transparentBorder: rootItem.transparentBorder && rootItem.samples > 1
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property int samples: rootItem.samples
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property real weight: 1.0 / Math.max(1.0, rootItem.samples)
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property real angleSin: Math.sin(rootItem.angle/2 * Math.PI/180)
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property real angleCos: Math.cos(rootItem.angle/2 * Math.PI/180)
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property real angleSinStep: Math.sin(-rootItem.angle * Math.PI/180 / Math.max(1.0, rootItem.samples - 1))
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property real angleCosStep: Math.cos(-rootItem.angle * Math.PI/180 / Math.max(1.0, rootItem.samples - 1))
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property variant expandPixels: transparentBorder ? Qt.size(0.5 * parent.height, 0.5 * parent.width) : Qt.size(0,0)
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property variant expand: transparentBorder ? Qt.size(expandPixels.width / width, expandPixels.height / height) : Qt.size(0,0)
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property variant delta: Qt.size(1.0 / rootItem.width, 1.0 / rootItem.height)
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property real w: parent.width
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property real h: parent.height
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x: transparentBorder ? -expandPixels.width - 1 : 0
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y: transparentBorder ? -expandPixels.height - 1 : 0
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width: transparentBorder ? parent.width + expandPixels.width * 2.0 + 2 : parent.width
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height: transparentBorder ? parent.height + expandPixels.height * 2.0 + 2 : parent.height
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property string fragmentShaderSkeleton: "
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varying highp vec2 qt_TexCoord0;
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uniform highp float qt_Opacity;
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uniform lowp sampler2D source;
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uniform highp float angleSin;
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uniform highp float angleCos;
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uniform highp float angleSinStep;
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uniform highp float angleCosStep;
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uniform highp float weight;
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uniform highp vec2 expand;
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uniform highp vec2 center;
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uniform highp vec2 delta;
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uniform highp float w;
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uniform highp float h;
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void main(void) {
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highp mat2 m;
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gl_FragColor = vec4(0.0);
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mediump vec2 texCoord = qt_TexCoord0;
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PLACEHOLDER_EXPAND_STEPS
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highp vec2 dir = vec2(texCoord.s * w - w * center.x, texCoord.t * h - h * center.y);
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m[0] = vec2(angleCos, -angleSin);
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m[1] = vec2(angleSin, angleCos);
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dir *= m;
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m[0] = vec2(angleCosStep, -angleSinStep);
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m[1] = vec2(angleSinStep, angleCosStep);
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PLACEHOLDER_UNROLLED_LOOP
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gl_FragColor *= weight * qt_Opacity;
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}
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"
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function buildFragmentShader() {
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var shader = fragmentShaderSkeleton
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var expandSteps = ""
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if (transparentBorder) {
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expandSteps += "texCoord = (texCoord - expand) / (1.0 - 2.0 * expand);"
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}
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var unrolledLoop = "gl_FragColor += texture2D(source, texCoord);\n"
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if (rootItem.samples > 1) {
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unrolledLoop = ""
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for (var i = 0; i < rootItem.samples; i++)
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unrolledLoop += "gl_FragColor += texture2D(source, center + dir * delta); dir *= m;\n"
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}
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shader = shader.replace("PLACEHOLDER_EXPAND_STEPS", expandSteps)
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fragmentShader = shader.replace("PLACEHOLDER_UNROLLED_LOOP", unrolledLoop)
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}
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onFragmentShaderChanged: sourceChanged()
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onSamplesChanged: buildFragmentShader()
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onTransparentBorderChanged: buildFragmentShader()
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Component.onCompleted: buildFragmentShader()
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}
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}
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