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| |
| import QtQuick 2.8 |
| |
| // The images here should result in a single draw call that uses an atlas |
| // texture. The ShaderEffect is then another one (and exercises having an |
| // effect on an Image backed by an atlased texture). |
| |
| Item { |
| Row { |
| Image { |
| source: "qrc:/qt.png" |
| sourceSize: Qt.size(64, 64) |
| } |
| Image { |
| source: "qrc:/face-smile.png" |
| } |
| Image { |
| source: "qrc:/arrow-down.png" |
| } |
| Image { |
| source: "qrc:/arrow-up.png" |
| NumberAnimation on rotation { |
| from: 0; to: 360; duration: 3000 |
| loops: Animation.Infinite |
| } |
| } |
| Image { |
| id: minusSign |
| source: "qrc:/minus-sign.png" |
| } |
| // Using a ShaderEffectSource would go through an extra render target |
| // texture. By specifying the Image directly as the source, no extra |
| // texture is created. However, when the source Image is atlased, extra |
| // steps are taken internally to create a non-atlased texture for the |
| // effect. |
| ShaderEffect { |
| id: eff |
| width: minusSign.width |
| height: minusSign.height |
| property variant source: minusSign |
| property real amplitude: 0.05 |
| property real frequency: 20 |
| property real time: 0 |
| NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } |
| vertexShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/wobble_legacy_gl.vert" : "qrc:/wobble.vert.qsb" |
| fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/wobble_legacy_gl.frag" : "qrc:/wobble.frag.qsb" |
| } |
| Image { |
| source: "qrc:/plus-sign.png" |
| } |
| } |
| } |