Introducing fragment shaders for image rounding.
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8f951946ea
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12 changed files with 193 additions and 31 deletions
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@ -109,14 +109,14 @@ Row {
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visible: Settings.data.audio.showMiniplayerAlbumArt
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Rectangle {
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width: 16 * scaling
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height: 16 * scaling
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width: 18 * scaling
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height: 18 * scaling
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radius: width * 0.5
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color: Color.transparent
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antialiasing: true
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clip: true
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NImageRounded {
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NImageCircled {
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id: trackArt
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visible: MediaService.trackArtUrl.toString() !== ""
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anchors.fill: parent
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@ -126,8 +126,6 @@ Row {
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fallbackIcon: MediaService.isPlaying ? "pause" : "play_arrow"
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borderWidth: 0
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border.color: Color.transparent
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imageRadius: width
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antialiasing: true
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}
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// Fallback icon when no album art available
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@ -465,13 +465,12 @@ Loader {
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}
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}
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NImageRounded {
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NImageCircled {
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anchors.centerIn: parent
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width: 100 * scaling
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height: 100 * scaling
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imagePath: Settings.data.general.avatarImage
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fallbackIcon: "person"
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imageRadius: width * 0.5
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}
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// Hover animation
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@ -211,14 +211,13 @@ ColumnLayout {
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Layout.preferredWidth: Style.baseWidgetSize * 2 * scaling
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Layout.preferredHeight: Style.baseWidgetSize * 2 * scaling
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NImageRounded {
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NImageCircled {
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imagePath: modelData.avatar_url || ""
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anchors.fill: parent
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anchors.margins: Style.marginXS * scaling
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fallbackIcon: "person"
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borderColor: Color.mPrimary
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borderWidth: Math.max(1, Style.borderL * scaling)
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imageRadius: width * 0.5
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borderWidth: Math.max(1, Style.borderM * scaling)
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}
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}
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@ -44,13 +44,13 @@ ColumnLayout {
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spacing: Style.marginL * scaling
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// Avatar preview
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NImageRounded {
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NImageCircled {
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width: 64 * scaling
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height: 64 * scaling
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imagePath: Settings.data.general.avatarImage
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fallbackIcon: "person"
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borderColor: Color.mPrimary
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borderWidth: Math.max(1, Style.borderM)
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borderWidth: Math.max(1, Style.borderM * scaling)
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}
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NTextInput {
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@ -164,7 +164,7 @@ NBox {
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border.width: Math.max(1, Style.borderS * scaling)
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clip: true
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NImageRounded {
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NImageCircled {
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id: trackArt
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visible: MediaService.trackArtUrl.toString() !== ""
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@ -174,7 +174,6 @@ NBox {
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fallbackIcon: "music_note"
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borderColor: Color.mOutline
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borderWidth: Math.max(1, Style.borderS * scaling)
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imageRadius: width * 0.5
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}
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// Fallback icon when no album art available
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@ -28,7 +28,7 @@ NBox {
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anchors.margins: Style.marginM * scaling
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spacing: Style.marginM * scaling
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NImageRounded {
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NImageCircled {
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width: Style.baseWidgetSize * 1.25 * scaling
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height: Style.baseWidgetSize * 1.25 * scaling
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imagePath: Settings.data.general.avatarImage
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30
Shaders/frag/circled_image.frag
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30
Shaders/frag/circled_image.frag
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@ -0,0 +1,30 @@
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float imageOpacity;
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} ubuf;
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void main() {
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// Center coordinates around (0, 0)
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vec2 uv = qt_TexCoord0 - 0.5;
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// Calculate distance from center
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float distance = length(uv);
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// Create circular mask - anything beyond radius 0.5 is transparent
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float mask = 1.0 - smoothstep(0.48, 0.52, distance);
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// Sample the texture
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vec4 color = texture(source, qt_TexCoord0);
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// Apply the circular mask and opacity
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float finalAlpha = color.a * mask * ubuf.imageOpacity * ubuf.qt_Opacity;
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fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
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}
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56
Shaders/frag/rounded_image.frag
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56
Shaders/frag/rounded_image.frag
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@ -0,0 +1,56 @@
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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// Custom properties with non-conflicting names
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float itemWidth;
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float itemHeight;
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float cornerRadius;
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float imageOpacity;
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} ubuf;
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// Function to calculate the signed distance from a point to a rounded box
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float roundedBoxSDF(vec2 centerPos, vec2 boxSize, float radius) {
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vec2 d = abs(centerPos) - boxSize + radius;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
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}
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void main() {
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// Get size from uniforms
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vec2 itemSize = vec2(ubuf.itemWidth, ubuf.itemHeight);
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float cornerRadius = ubuf.cornerRadius;
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float itemOpacity = ubuf.imageOpacity;
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// Normalize coordinates to [-0.5, 0.5] range
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vec2 uv = qt_TexCoord0 - 0.5;
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// Scale by aspect ratio to maintain uniform rounding
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vec2 aspectRatio = itemSize / max(itemSize.x, itemSize.y);
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uv *= aspectRatio;
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// Calculate half size in normalized space
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vec2 halfSize = 0.5 * aspectRatio;
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// Normalize the corner radius
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float normalizedRadius = cornerRadius / max(itemSize.x, itemSize.y);
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// Calculate distance to rounded rectangle
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float distance = roundedBoxSDF(uv, halfSize, normalizedRadius);
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// Create smooth alpha mask
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float smoothedAlpha = 1.0 - smoothstep(0.0, fwidth(distance), distance);
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// Sample the texture
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vec4 color = texture(source, qt_TexCoord0);
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// Apply the rounded mask and opacity
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// Make sure areas outside the rounded rect are completely transparent
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float finalAlpha = color.a * smoothedAlpha * itemOpacity * ubuf.qt_Opacity;
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fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
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}
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BIN
Shaders/qsb/circled_image.frag.qsb
Normal file
BIN
Shaders/qsb/circled_image.frag.qsb
Normal file
Binary file not shown.
BIN
Shaders/qsb/rounded_image.frag.qsb
Normal file
BIN
Shaders/qsb/rounded_image.frag.qsb
Normal file
Binary file not shown.
73
Widgets/NImageCircled.qml
Normal file
73
Widgets/NImageCircled.qml
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@ -0,0 +1,73 @@
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import QtQuick
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import QtQuick.Effects
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import Quickshell
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import Quickshell.Widgets
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import qs.Commons
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import qs.Services
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Rectangle {
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id: root
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property string imagePath: ""
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property string fallbackIcon: ""
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property color borderColor: Color.transparent
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property real borderWidth: 0
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color: Color.transparent
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radius: parent.width * 0.5
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anchors.margins: Style.marginXXS * scaling
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Rectangle {
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color: Color.transparent
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anchors.fill: parent
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Image {
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id: img
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anchors.fill: parent
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source: imagePath
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visible: false // Hide since we're using it as shader source
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mipmap: true
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smooth: true
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asynchronous: true
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antialiasing: true
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fillMode: Image.PreserveAspectCrop
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}
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ShaderEffect {
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anchors.fill: parent
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property var source: ShaderEffectSource {
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sourceItem: img
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hideSource: true
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live: true
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recursive: false
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format: ShaderEffectSource.RGBA
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}
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property real imageOpacity: root.opacity
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fragmentShader: "file:Shaders/qsb/circled_image.frag.qsb"
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supportsAtlasTextures: false
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blending: true
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}
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// Fallback icon
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NIcon {
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anchors.centerIn: parent
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text: fallbackIcon
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font.pointSize: Style.fontSizeXXL * scaling
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visible: fallbackIcon !== undefined && fallbackIcon !== "" && (imagePath === undefined || imagePath === "")
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z: 0
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}
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}
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//Border
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Rectangle {
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anchors.fill: parent
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radius: parent.radius
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color: Color.transparent
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border.color: parent.borderColor
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border.width: parent.borderWidth
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antialiasing: true
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z: 10
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}
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}
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@ -23,13 +23,12 @@ Rectangle {
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Rectangle {
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color: Color.transparent
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anchors.fill: parent
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anchors.margins: borderWidth
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Image {
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id: img
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anchors.fill: parent
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source: imagePath
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visible: false
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visible: false // Hide since we're using it as shader source
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mipmap: true
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smooth: true
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asynchronous: true
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@ -37,24 +36,33 @@ Rectangle {
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fillMode: Image.PreserveAspectCrop
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}
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MultiEffect {
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ShaderEffect {
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anchors.fill: parent
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source: img
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maskEnabled: true
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maskSource: mask
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maskSpreadAtMax: 0.75
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visible: imagePath !== ""
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}
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Item {
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id: mask
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anchors.fill: parent
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layer.enabled: true
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visible: false
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property var source: ShaderEffectSource {
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sourceItem: img
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hideSource: true
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live: true
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recursive: false
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format: ShaderEffectSource.RGBA
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}
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// Use custom property names to avoid conflicts with final properties
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property real itemWidth: root.width
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property real itemHeight: root.height
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property real cornerRadius: root.radius
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property real imageOpacity: root.opacity
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fragmentShader: "file:Shaders/qsb/rounded_image.frag.qsb"
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// Qt6 specific properties - ensure proper blending
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supportsAtlasTextures: false
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blending: true
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// Make sure the background is transparent
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Rectangle {
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id: background
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anchors.fill: parent
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radius: scaledRadius
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antialiasing: true
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color: "transparent"
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z: -1
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}
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}
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