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LAIC/venv/Lib/site-packages/PySide6/qml/Qt5Compat/GraphicalEffects/private/FastInnerShadow.qml
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2026-04-29 07:19:21 +03:00

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7.9 KiB
QML

// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
// Qt-Security score:significant reason:default
import QtQuick
import Qt5Compat.GraphicalEffects.private
Item {
id: rootItem
property variant source
property real blur: 0.0
property real horizontalOffset: 0
property real verticalOffset: 0
property real spread: 0.0
property color color: "black"
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: cacheItem
anchors.fill: shaderItem
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
property string __internalBlurVertexShader: "qrc:/qt-project.org/imports/Qt5Compat/GraphicalEffects/shaders_ng/fastblur_internal.vert.qsb"
property string __internalBlurFragmentShader: "qrc:/qt-project.org/imports/Qt5Compat/GraphicalEffects/shaders_ng/fastblur_internal.frag.qsb"
ShaderEffect {
id: level0
property variant source: sourceProxy.output
property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
property real verticalOffset: rootItem.verticalOffset / rootItem.width
property color color: rootItem.color
anchors.fill: parent
visible: false
smooth: true
fragmentShader: "qrc:/qt-project.org/imports/Qt5Compat/GraphicalEffects/shaders_ng/fastinnershadow_level0.frag.qsb"
}
ShaderEffectSource {
id: level1
width: Math.ceil(shaderItem.width / 32) * 32
height: Math.ceil(shaderItem.height / 32) * 32
sourceItem: level0
hideSource: rootItem.visible
smooth: true
visible: false
}
ShaderEffect {
id: effect1
property variant source: level1
property real yStep: 1/height
property real xStep: 1/width
anchors.fill: level2
visible: false
smooth: true
vertexShader: __internalBlurVertexShader
fragmentShader: __internalBlurFragmentShader
}
ShaderEffectSource {
id: level2
width: level1.width / 2
height: level1.height / 2
sourceItem: effect1
hideSource: rootItem.visible
visible: false
smooth: true
}
ShaderEffect {
id: effect2
property variant source: level2
property real yStep: 1/height
property real xStep: 1/width
anchors.fill: level3
visible: false
smooth: true
vertexShader: __internalBlurVertexShader
fragmentShader: __internalBlurFragmentShader
}
ShaderEffectSource {
id: level3
width: level2.width / 2
height: level2.height / 2
sourceItem: effect2
hideSource: rootItem.visible
visible: false
smooth: true
}
ShaderEffect {
id: effect3
property variant source: level3
property real yStep: 1/height
property real xStep: 1/width
anchors.fill: level4
visible: false
smooth: true
vertexShader: __internalBlurVertexShader
fragmentShader: __internalBlurFragmentShader
}
ShaderEffectSource {
id: level4
width: level3.width / 2
height: level3.height / 2
sourceItem: effect3
hideSource: rootItem.visible
visible: false
smooth: true
}
ShaderEffect {
id: effect4
property variant source: level4
property real yStep: 1/height
property real xStep: 1/width
anchors.fill: level5
visible: false
smooth: true
vertexShader: __internalBlurVertexShader
fragmentShader: __internalBlurFragmentShader
}
ShaderEffectSource {
id: level5
width: level4.width / 2
height: level4.height / 2
sourceItem: effect4
hideSource: rootItem.visible
visible: false
smooth: true
}
ShaderEffect {
id: effect5
property variant source: level5
property real yStep: 1/height
property real xStep: 1/width
anchors.fill: level6
visible: false
smooth: true
vertexShader: __internalBlurVertexShader
fragmentShader: __internalBlurFragmentShader
}
ShaderEffectSource {
id: level6
width: level5.width / 2
height: level5.height / 2
sourceItem: effect5
hideSource: rootItem.visible
visible: false
smooth: true
}
Item {
id: dummysource
width: 1
height: 1
visible: false
}
ShaderEffectSource {
id: dummy
width: 1
height: 1
sourceItem: dummysource
visible: false
smooth: false
live: false
}
ShaderEffect {
id: shaderItem
width: parent.width
height: parent.height
property variant original: sourceProxy.output
property variant source1: level1
property variant source2: level2
property variant source3: level3
property variant source4: level4
property variant source5: level5
property variant source6: level6
property real lod: rootItem.blur
property real weight1;
property real weight2;
property real weight3;
property real weight4;
property real weight5;
property real weight6;
property real spread: 1.0 - (rootItem.spread * 0.98)
property color color: rootItem.color
function weight(v) {
if (v <= 0.0)
return 1
if (v >= 0.5)
return 0
return 1.0 - v / 0.5
}
function calculateWeights() {
var w1 = weight(Math.abs(lod - 0.100))
var w2 = weight(Math.abs(lod - 0.300))
var w3 = weight(Math.abs(lod - 0.500))
var w4 = weight(Math.abs(lod - 0.700))
var w5 = weight(Math.abs(lod - 0.900))
var w6 = weight(Math.abs(lod - 1.100))
var sum = w1 + w2 + w3 + w4 + w5 + w6;
weight1 = w1 / sum;
weight2 = w2 / sum;
weight3 = w3 / sum;
weight4 = w4 / sum;
weight5 = w5 / sum;
weight6 = w6 / sum;
upateSources()
}
function upateSources() {
var sources = new Array();
var weights = new Array();
if (weight1 > 0) {
sources.push(level1)
weights.push(weight1)
}
if (weight2 > 0) {
sources.push(level2)
weights.push(weight2)
}
if (weight3 > 0) {
sources.push(level3)
weights.push(weight3)
}
if (weight4 > 0) {
sources.push(level4)
weights.push(weight4)
}
if (weight5 > 0) {
sources.push(level5)
weights.push(weight5)
}
if (weight6 > 0) {
sources.push(level6)
weights.push(weight6)
}
for (var j = sources.length; j < 6; j++) {
sources.push(dummy)
weights.push(0.0)
}
source1 = sources[0]
source2 = sources[1]
source3 = sources[2]
source4 = sources[3]
source5 = sources[4]
source6 = sources[5]
weight1 = weights[0]
weight2 = weights[1]
weight3 = weights[2]
weight4 = weights[3]
weight5 = weights[4]
weight6 = weights[5]
}
Component.onCompleted: calculateWeights()
onLodChanged: calculateWeights()
fragmentShader: "qrc:/qt-project.org/imports/Qt5Compat/GraphicalEffects/shaders_ng/fastinnershadow.frag.qsb"
}
}