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lines changed Original file line number Diff line number Diff line change 1- cmake_minimum_required (VERSION 3.6 .0)
1+ cmake_minimum_required (VERSION 3.7 .0)
22
33project (qml-asteroid
44 VERSION 2.0.0
Original file line number Diff line number Diff line change @@ -44,6 +44,20 @@ qt_add_resources(asteroidcontrolsplugin "asteroidcontrolsplugin_qrc"
4444 "qml/TextField.qml"
4545)
4646
47+ if (QT_MAJOR_VERSION GREATER_EQUAL 6)
48+ find_package (Qt6 COMPONENTS ShaderTools)
49+ qt6_add_shaders(asteroidcontrolsplugin "asteroidcontrolsplugin_shaders"
50+ #GLSL "300es,330" # FIXME: drop?
51+ BATCHABLE
52+ PRECOMPILE
53+ OPTIMIZED
54+ PREFIX
55+ "/org/asteroid/controls/"
56+ FILES
57+ "qml/Spinner.frag"
58+ )
59+ endif ()
60+
4761set (controls
4862 Application
4963 BorderGestureArea
Original file line number Diff line number Diff line change @@ -93,19 +93,6 @@ PathView {
9393
9494 layer .enabled : true
9595 layer .effect : ShaderEffect {
96- fragmentShader: "
97- precision mediump float;
98- varying highp vec2 qt_TexCoord0;
99- uniform sampler2D source;
100- void main(void)
101- {
102- vec4 sourceColor = texture2D(source, qt_TexCoord0);
103- float alpha = 1.0;
104- if(qt_TexCoord0.y < 0.2)
105- alpha = qt_TexCoord0.y*5.0;
106- if(qt_TexCoord0.y > 0.8)
107- alpha = (1.0-qt_TexCoord0.y)*5.0;
108- gl_FragColor = sourceColor * alpha;
109- }"
96+ fragmentShader: " Spinner.frag.qsb"
11097 }
11198}
Original file line number Diff line number Diff line change 1+ #version 440
2+ layout (location = 0 ) in vec2 qt_TexCoord0;
3+ layout (location = 0 ) out vec4 fragColor;
4+ layout (binding = 1 ) uniform sampler2D source;
5+ void main(void )
6+ {
7+ vec4 sourceColor = texture(source, qt_TexCoord0);
8+ float alpha = 1.0 ;
9+ if (qt_TexCoord0.y < 0.2 )
10+ alpha = qt_TexCoord0.y* 5.0 ;
11+ if (qt_TexCoord0.y > 0.8 )
12+ alpha = (1.0 - qt_TexCoord0.y)* 5.0 ;
13+ fragColor = sourceColor * alpha;
14+ }
Original file line number Diff line number Diff line change @@ -72,19 +72,6 @@ ListView {
7272
7373 layer .enabled : true
7474 layer .effect : ShaderEffect {
75- fragmentShader: "
76- precision mediump float;
77- varying highp vec2 qt_TexCoord0;
78- uniform sampler2D source;
79- void main(void)
80- {
81- vec4 sourceColor = texture2D(source, qt_TexCoord0);
82- float alpha = 1.0;
83- if(qt_TexCoord0.y < 0.2)
84- alpha = qt_TexCoord0.y*5.0;
85- if(qt_TexCoord0.y > 0.8)
86- alpha = (1.0-qt_TexCoord0.y)*5.0;
87- gl_FragColor = sourceColor * alpha;
88- }"
75+ fragmentShader: " Spinner.frag.qsb"
8976 }
9077}
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