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.
334 lines
11 KiB
QML
334 lines
11 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 variant maskSource
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property real blur: 0.0
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property bool transparentBorder: false
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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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SourceProxy {
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id: maskSourceProxy
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input: rootItem.maskSource
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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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sourceItem: shaderItem
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live: true
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hideSource: visible
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smooth: rootItem.blur > 0
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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: mask0
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property variant source: maskSourceProxy.output
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anchors.fill: parent
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visible: false
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smooth: true
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}
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ShaderEffectSource {
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id: masklevel1
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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: mask0
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hideSource: rootItem.visible
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sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
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visible: false
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smooth: rootItem.blur > 0
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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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anchors.fill: parent
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visible: false
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smooth: true
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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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sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
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visible: false
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smooth: rootItem.blur > 0
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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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ShaderEffect {
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id: shaderItem
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property variant mask: masklevel1
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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: Math.sqrt(rootItem.blur) * 1.2 - 0.2
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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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x: transparentBorder ? -64 : 0
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y: transparentBorder ? -64 : 0
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width: transparentBorder ? parent.width + 128 : parent.width
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height: transparentBorder ? parent.height + 128 : parent.height
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fragmentShader: "
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uniform lowp sampler2D mask;
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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 lowp sampler2D source6;
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uniform lowp float lod;
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uniform lowp float qt_Opacity;
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varying mediump vec2 qt_TexCoord0;
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mediump float weight(mediump float v) {
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if (v <= 0.0)
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return 1.0;
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if (v >= 0.5)
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return 0.0;
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return 1.0 - v * 2.0;
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}
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void main() {
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lowp vec4 maskColor = texture2D(mask, qt_TexCoord0);
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mediump float l = lod * maskColor.a;
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mediump float w1 = weight(abs(l - 0.100));
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mediump float w2 = weight(abs(l - 0.300));
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mediump float w3 = weight(abs(l - 0.500));
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mediump float w4 = weight(abs(l - 0.700));
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mediump float w5 = weight(abs(l - 0.900));
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mediump float w6 = weight(abs(l - 1.100));
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mediump float sum = w1 + w2 + w3 + w4 + w5 + w6;
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mediump float weight1 = w1 / sum;
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mediump float weight2 = w2 / sum;
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mediump float weight3 = w3 / sum;
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mediump float weight4 = w4 / sum;
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mediump float weight5 = w5 / sum;
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mediump float weight6 = w6 / sum;
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lowp vec4 sourceColor = texture2D(source1, qt_TexCoord0) * weight1;
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sourceColor += texture2D(source2, qt_TexCoord0) * weight2;
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sourceColor += texture2D(source3, qt_TexCoord0) * weight3;
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sourceColor += texture2D(source4, qt_TexCoord0) * weight4;
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sourceColor += texture2D(source5, qt_TexCoord0) * weight5;
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sourceColor += texture2D(source6, qt_TexCoord0) * weight6;
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gl_FragColor = sourceColor * qt_Opacity;
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}
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"
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}
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}
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