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- import QtQuick 1.1
- import Qt.labs.shaders 1.0
- ShaderEffectItem {
- id: root
- property alias sourceItem: source.sourceItem
- anchors.fill: root.sourceItem ? root.sourceItem : undefined
- property variant source: ShaderEffectSource {
- id: source
- hideSource: true
- smooth: true
- }
- property variant mask: ShaderEffectSource {
- sourceItem: Image { source: './mask.png' }
- hideSource: true
- smooth: true
- }
- vertexShader: '
- uniform highp mat4 qt_ModelViewProjectionMatrix;
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- varying highp vec2 qt_TexCoord0;
- void main(void)
- {
- qt_TexCoord0 = qt_MultiTexCoord0;
- gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
- }'
- fragmentShader: '
- varying highp vec2 qt_TexCoord0;
- uniform sampler2D source;
- uniform sampler2D mask;
- void main(void)
- {
- lowp vec4 color = texture2D(source, qt_TexCoord0.st);
- color.a = texture2D(mask, qt_TexCoord0.st).a;
- if (color.a < 0.5)
- gl_FragColor = vec4(0.0);
- else
- gl_FragColor = color;
- }'
- }
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