241 lines
9.5 KiB
QML
241 lines
9.5 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the examples of the Qt Toolkit.
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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 Digia Plc and its Subsidiary(-ies) nor the names
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** of its 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 QtQuick.Particles 2.0
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import org.kde.plasma.core 2.0 as PlasmaCore
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import org.kde.plasma.components 2.0 as PlasmaComponents
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import org.kde.plasma.extras 2.0 as PlasmaExtras
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ShaderExample {
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pageName: "Shadows"
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pageDescription: ""
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Grid {
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id: cfgrid
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columns: 2
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anchors.top: parent.top
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anchors.right: parent.right
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width: parent.width * 0.6
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height: 96
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spacing: 6
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columnSpacing: 12
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PlasmaComponents.Label {
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text: "Distance:";
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width: parent.width * 0.5;
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horizontalAlignment: Text.AlignRight
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elide: Text.ElideRight
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}
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PlasmaComponents.Slider {
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width: parent.width * 0.4
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id: distanceSlider
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stepSize: 1
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minimumValue: 0
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maximumValue: 25
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value: 8
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}
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PlasmaComponents.Label {
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text: "Opacity:";
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horizontalAlignment: Text.AlignRight
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elide: Text.ElideRight
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width: parent.width * 0.5;
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}
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PlasmaComponents.Slider {
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width: parent.width * 0.4
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id: opacitySlider
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// stepSize: 250
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minimumValue: 0
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maximumValue: 1.0
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stepSize: 0.05
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value: 0.4
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}
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}
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Item {
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anchors.fill: parent
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clip: true
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anchors.margins: -_s
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Item {
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id: theItem
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anchors.fill: parent
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anchors.topMargin: _s * 2
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Column {
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id: "txtCol"
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anchors.fill: parent
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anchors.margins: _s
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anchors.topMargin: _s * 2
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spacing: _s
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PlasmaExtras.Heading {
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text: "Effects on Components"
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}
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PlasmaExtras.Paragraph {
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text:"In Plasma 2, the user interface is based on an OpenGL scenegraph, composition of the UI happens on the graphics card. In the past weeks, we've been working on getting a Plasma 2 shell up and running, and on porting the QML imports of the Plasma Components."
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}
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PlasmaExtras.Heading {
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font.pointSize: 48
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anchors.horizontalCenter: parent.horizontalCenter
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anchors.topMargin: _s * 3
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text: "This is shadowy text."
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}
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Row {
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height: 48
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width: parent.width
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spacing: _s
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PlasmaCore.IconItem {
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source: "configure"
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width: parent.height
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height: width
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}
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PlasmaCore.IconItem {
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source: "dialog-ok"
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width: parent.height
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height: width
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}
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PlasmaCore.SvgItem {
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id: buttonItem
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svg: PlasmaCore.Svg {
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id: configIconsSvg
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imagePath: "widgets/configuration-icons"
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}
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elementId: "maximize"
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width: parent.height
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height: width
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}
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PlasmaCore.IconItem {
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source: "akonadi"
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width: parent.height
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height: width
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}
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PlasmaCore.IconItem {
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source: "clock"
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width: parent.height
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height: width
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}
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}
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}
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}
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ShaderEffectSource {
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id: theSource
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sourceItem: theItem
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hideSource: true
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}
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ShaderEffect {
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anchors.fill: theItem
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property variant source: theSource
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property variant shadow: ShaderEffectSource {
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sourceItem: ShaderEffect {
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width: theItem.width
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height: theItem.height
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property variant delta: Qt.size(0.0, 1.0 / height)
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property variant source: ShaderEffectSource {
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sourceItem: ShaderEffect {
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width: theItem.width
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height: theItem.height
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property variant delta: Qt.size(1.0 / width, 0.0)
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property variant source: theSource
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fragmentShader: "
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uniform lowp float qt_Opacity;
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uniform sampler2D source;
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uniform highp vec2 delta;
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varying highp vec2 qt_TexCoord0;
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void main() {
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gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
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+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
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+ 0.2466 * texture2D(source, qt_TexCoord0)
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+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
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+ 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
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}"
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}
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}
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fragmentShader: "
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uniform lowp float qt_Opacity;
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uniform sampler2D source;
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uniform highp vec2 delta;
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varying highp vec2 qt_TexCoord0;
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void main() {
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gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
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+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
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+ 0.2466 * texture2D(source, qt_TexCoord0)
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+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
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+ 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
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}"
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}
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}
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property real angle: 0
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property variant offset: Qt.point(distanceSlider.value * Math.cos(angle), distanceSlider.value * Math.sin(angle))
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NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 }
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property variant delta: Qt.size(offset.x / width, offset.y / height)
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property real darkness: opacitySlider.value // Changeme
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fragmentShader: "
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uniform lowp float qt_Opacity;
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uniform highp vec2 offset;
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uniform sampler2D source;
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uniform sampler2D shadow;
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uniform highp float darkness;
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uniform highp vec2 delta;
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varying highp vec2 qt_TexCoord0;
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void main() {
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lowp vec4 fg = texture2D(source, qt_TexCoord0);
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lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta);
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gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity;
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}"
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// Slider {
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// id: shadowSlider
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// anchors.left: parent.left
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// anchors.right: parent.right
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// anchors.bottom: parent.bottom
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// height: 40
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// }
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}
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}
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}
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