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* Copyright (C) 2016 Canonical, Ltd.
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 3.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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anchors.fill: sourceItem
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anchors.margins: -units.gu(2)
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visible: sourceItem !== null
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property var sourceItem: null
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property int maskWidth: 0
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property int maskHeight: 0
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property real opacityValue: 1
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x: root.maskX - root.anchors.margins
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y: root.maskY - root.anchors.margins
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height: root.maskHeight
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opacity: 1 - root.opacityValue
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property variant source: ShaderEffectSource {
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id: shaderEffectSource
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sourceItem: root.sourceItem
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sourceRect: root.sourceItem ? Qt.rect(sourceItem.x + root.anchors.margins,
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sourceItem.y + root.anchors.margins,
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sourceItem.width - root.anchors.margins * 2,
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sourceItem.height - root.anchors.margins * 2)
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property var mask: ShaderEffectSource {
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sourceItem: opacityMask
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varying highp vec2 qt_TexCoord0;
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uniform sampler2D source;
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uniform sampler2D mask;
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highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
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highp vec4 maskColor = texture2D(mask, qt_TexCoord0);
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sourceColor *= 1.0 - maskColor.a;
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gl_FragColor = sourceColor;