import QtQuick 2.0 import "utils.js" as Utils ShaderEffect { property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize property real ambientLight: Utils.lint(0.1, 0.9, appSettings.ambientLight) property color frameColor: "#dedede" property color fontColor: appSettings.fontColor property color backgroundColor: appSettings.backgroundColor property color reflectionColor: Utils.mix(fontColor, backgroundColor, 0.2) visible: screenCurvature != 0 fragmentShader: " #ifdef GL_ES precision mediump float; #endif uniform lowp float screenCurvature; uniform lowp float ambientLight; uniform highp float qt_Opacity; uniform lowp vec4 frameColor; uniform lowp vec4 reflectionColor; varying highp vec2 qt_TexCoord0; vec2 distortCoordinates(vec2 coords){ vec2 cc = (coords - vec2(0.5)); float dist = dot(cc, cc) * screenCurvature; return (coords + cc * (1.0 + dist) * dist); } float max2(vec2 v) { return max(v.x, v.y); } float sum2(vec2 v) { return v.x + v.y; } void main(){ vec2 staticCoords = qt_TexCoord0; vec2 coords = distortCoordinates(staticCoords); vec3 color = mix(reflectionColor.rgb, frameColor.rgb, ambientLight); float dist = 0.5 * screenCurvature; float shadowMask = 0.00 + max2(1.0 - smoothstep(vec2(-dist), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + dist), coords)); shadowMask = clamp(0.0, 1.0, shadowMask); color *= pow(shadowMask, 0.5); float alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords)); alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, pow(shadowMask, 0.5)); gl_FragColor = vec4(color * alpha, alpha); } " onStatusChanged: if (log) console.log(log) //Print warning messages }