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* Copyright (C) 2013 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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property bool enabled: topGapPx != positionPx || bottomGapPx != positionPx
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property Item sourceItem
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property ShaderEffectSource source: ShaderEffectSource {
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sourceItem: effect.enabled ? effect.sourceItem : null
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hideSource: effect.enabled
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Qt.rect(0, -effect.topOverflow, sourceItem.width, sourceItem.height + effect.topOverflow + effect.bottomOverflow)
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\qmlproperty real positionPx
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The y coordinate of where to perform the split.
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\qmlproperty real topGapPx
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\qmlproperty real bottomGapPx
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\qmlproperty real topOverflow
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How much of the sourceItem should be sourced above its bounds.
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\qmlproperty real bottomOverflow
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How much of the sourceItem should be sourced below its bounds.
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property real positionPx: 0
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property real topGapPx: 0
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property real bottomGapPx: height
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property real topOverflow: 0.0
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property real bottomOverflow: 0.0
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property real topOpacity: 1.0
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property real bottomOpacity: 1.0
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property real __roundedPositionPx: Math.round(positionPx)
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visible: effect.enabled
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property ShaderEffectSource source: effect.source
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property real positionPx: __roundedPositionPx
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property real factor: effect.height / height
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topMargin: -topOverflow - positionPx + topGapPx
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height: topOverflow + positionPx
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uniform highp mat4 qt_Matrix;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;
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uniform highp float factor;
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highp vec4 pos = qt_Vertex;
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gl_Position = qt_Matrix * pos;
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qt_TexCoord0 = qt_MultiTexCoord0;
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visible: effect.enabled
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opacity: bottomOpacity
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property ShaderEffectSource source: effect.source
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property real offset: effect.topOverflow + __roundedPositionPx
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property real factor: effect.height / height
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y: topOverflow + bottomGapPx
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height: sourceItem.height - positionPx + bottomOverflow
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uniform highp mat4 qt_Matrix;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;
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uniform highp float factor;
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uniform highp float offset;
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highp vec4 pos = qt_Vertex;
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pos.y = (pos.y * factor) - offset;
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gl_Position = qt_Matrix * pos;
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qt_TexCoord0 = qt_MultiTexCoord0;