import QtQuick 1.0
import Qt.labs.shaders 1.0
Item {
id: main
property real blur: 0.0
property alias color: shadowEffectWithHBlur.color
property alias sourceItem: source.sourceItem
ShaderEffectSource {
id: source
smooth: true
hideSource: false
}
ShaderEffectItem {
id: shadowEffectWithHBlur
anchors.fill: parent
property color color: "grey"
property variant sourceTexture: source;
property real xStep: main.blur / main.width
vertexShader:"
uniform highp mat4 qt_ModelViewProjectionMatrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp float xStep;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 qt_TexCoord2;
varying highp vec2 qt_TexCoord4;
varying highp vec2 qt_TexCoord5;
varying highp vec2 qt_TexCoord6;
void main(void)
{
highp vec2 shift = vec2(xStep, 0.);
qt_TexCoord0 = qt_MultiTexCoord0 - 2.5 * shift;
qt_TexCoord1 = qt_MultiTexCoord0 - 1.5 * shift;
qt_TexCoord2 = qt_MultiTexCoord0 - 0.5 * shift;
qt_TexCoord4 = qt_MultiTexCoord0 + 0.5 * shift;
qt_TexCoord5 = qt_MultiTexCoord0 + 1.5 * shift;
qt_TexCoord6 = qt_MultiTexCoord0 + 2.5 * shift;
gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
}
"
fragmentShader:"
uniform highp vec4 color;
uniform lowp sampler2D sourceTexture;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 qt_TexCoord2;
varying highp vec2 qt_TexCoord4;
varying highp vec2 qt_TexCoord5;
varying highp vec2 qt_TexCoord6;
void main() {
highp vec4 sourceColor = (texture2D(sourceTexture, qt_TexCoord0) * 0.1
+ texture2D(sourceTexture, qt_TexCoord1) * 0.15
+ texture2D(sourceTexture, qt_TexCoord2) * 0.25
+ texture2D(sourceTexture, qt_TexCoord4) * 0.25
+ texture2D(sourceTexture, qt_TexCoord5) * 0.15
+ texture2D(sourceTexture, qt_TexCoord6) * 0.1);
gl_FragColor = mix(vec4(0), color, sourceColor.a);
}
"
}
ShaderEffectSource {
id: hBlurredShadow
smooth: true
sourceItem: shadowEffectWithHBlur
hideSource: true
}
ShaderEffectItem {
id: finalEffect
anchors.fill: parent
property color color: "grey"
property variant sourceTexture: hBlurredShadow;
property real yStep: main.blur / main.height
vertexShader:"
uniform highp mat4 qt_ModelViewProjectionMatrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp float yStep;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 qt_TexCoord2;
varying highp vec2 qt_TexCoord4;
varying highp vec2 qt_TexCoord5;
varying highp vec2 qt_TexCoord6;
void main(void)
{
highp vec2 shift = vec2(0., yStep);
qt_TexCoord0 = qt_MultiTexCoord0 - 2.5 * shift;
qt_TexCoord1 = qt_MultiTexCoord0 - 1.5 * shift;
qt_TexCoord2 = qt_MultiTexCoord0 - 0.5 * shift;
qt_TexCoord4 = qt_MultiTexCoord0 + 0.5 * shift;
qt_TexCoord5 = qt_MultiTexCoord0 + 1.5 * shift;
qt_TexCoord6 = qt_MultiTexCoord0 + 2.5 * shift;
gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
}
"
fragmentShader:"
uniform highp vec4 color;
uniform lowp sampler2D sourceTexture;
uniform highp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 qt_TexCoord2;
varying highp vec2 qt_TexCoord4;
varying highp vec2 qt_TexCoord5;
varying highp vec2 qt_TexCoord6;
void main() {
highp vec4 sourceColor = (texture2D(sourceTexture, qt_TexCoord0) * 0.1
+ texture2D(sourceTexture, qt_TexCoord1) * 0.15
+ texture2D(sourceTexture, qt_TexCoord2) * 0.25
+ texture2D(sourceTexture, qt_TexCoord4) * 0.25
+ texture2D(sourceTexture, qt_TexCoord5) * 0.15
+ texture2D(sourceTexture, qt_TexCoord6) * 0.1);
gl_FragColor = sourceColor * qt_Opacity;
}
"
}
}