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.
157 lines
5.5 KiB
QML
157 lines
5.5 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 radius: 0.0
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property int maximumRadius: 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
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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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ShaderEffect{
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id: shadowItem
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anchors.fill: parent
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property variant original: sourceProxy.output
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property color color: rootItem.color
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property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
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property real verticalOffset: rootItem.verticalOffset / rootItem.height
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visible: false
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fragmentShader: "
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uniform highp sampler2D original;
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uniform lowp float qt_Opacity;
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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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varying highp vec2 qt_TexCoord0;
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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(original, pos).a) * qt_Opacity;
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}
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"
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}
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GaussianDirectionalBlur {
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id: blurItem
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anchors.fill: parent
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horizontalStep: 0.0
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verticalStep: 1.0 / parent.height
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source: horizontalBlur
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radius: rootItem.radius
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maximumRadius: rootItem.maximumRadius
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visible: false
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}
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GaussianDirectionalBlur {
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id: horizontalBlur
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width: transparentBorder ? parent.width + 2 * maximumRadius : parent.width
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height: parent.height
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horizontalStep: 1.0 / parent.width
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verticalStep: 0.0
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source: shadowItem
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radius: rootItem.radius
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maximumRadius: rootItem.maximumRadius
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visible: false
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}
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ShaderEffectSource {
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id: blurredSource
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sourceItem: blurItem
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live: true
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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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anchors.fill: parent
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property variant original: sourceProxy.output
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property variant shadow: blurredSource
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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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fragmentShader: "
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uniform highp sampler2D original;
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uniform highp sampler2D shadow;
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uniform lowp float qt_Opacity;
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uniform highp 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(void) {
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lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
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lowp vec4 shadowColor = texture2D(shadow, 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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