Introducing fragment shaders for image rounding.
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12 changed files with 193 additions and 31 deletions
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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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