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/*
* Copyright (C) 2016 Canonical Ltd.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
import QtQuick 2.15
import QtGraphicalEffects 1.0
import Lomiri.Components 1.3
Label {
property real fadeDistance: units.gu(8)
layer.enabled: contentWidth > width
layer.effect: ShaderEffect {
property real fadeThreshold: Math.min(1, Math.max(0, 1 - fadeDistance / width))
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
uniform sampler2D source;
uniform lowp float fadeThreshold;
void main(void)
{
highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
lowp float alpha = 1.0;
if (qt_TexCoord0.x > fadeThreshold && fadeThreshold < 1.0)
alpha = (1.0 - qt_TexCoord0.x) / (1.0 - fadeThreshold);
gl_FragColor = sourceColor * alpha * qt_Opacity;
}"
}
}
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