However, this will increase the memory usage. If a texture allocated in an atlas is passed to a ShaderEffect, it is by default copied from the texture atlas into a stand-alone texture so that the texture coordinates span from 0 to 1, and you get the expected wrap modes. The QML scene graph back-end may choose to allocate textures in texture atlases. ShaderEffectSource -> sampler2D - Origin is in the top-left corner, and the color values are premultiplied.To include fillMode, use a ShaderEffectSource or Image::layer::enabled. The texture is provided as is, excluding the Image item's fillMode. Image -> sampler2D - Origin is in the top-left corner, and the color values are premultiplied.QQuaternion -> vec4, scalar value is w.QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in the shader.QColor -> vec4 - When colors are passed to the shader, they are first premultiplied.bool, int, qreal -> bool, int, float - If the type in the shader is not the same as in QML, the value is converted automatically.The following list shows how properties are mapped to GLSL uniform variables: In addition, any property that can be mapped to an OpenGL Shading Language (GLSL) type is available as a uniform variable. If supportsAtlasTextures is true, coordinates will be based on position in the atlas instead. attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left coordinate is (0, 0), the bottom-right (1, 1).attribute vec4 qt_Vertex - vertex position, the top-left vertex has position (0, 0), the bottom-right ( width, height).uniform float qt_Opacity - combined opacity, the product of the opacities from the root item to this ShaderEffect.uniform mat4 qt_Matrix - combined transformation matrix, the product of the matrices from the root item to this ShaderEffect, and an orthogonal projection.There are two types of input to the vertexShader: uniform variables and attributes. Note: Depending on the Qt Quick scenegraph backend in use, the ShaderEffect type may not be supported (for example, with the software backend), or may use a different shading language with rules and expectations different from OpenGL and GLSL.
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