15 Accessible.ignored: true
21 property variant source
26 property alias radius: effect.radius
31 property alias brightness: effect.brightness
37 property variant source: ShaderEffectSource {
38 sourceItem: root.source
39 sourceRect: Qt.rect(0, 0, 0, 0)
45 property real radius: 16
46 property real brightness: 0.1
49 varying highp vec2 qt_TexCoord0;
50 uniform highp float qt_Opacity;
51 uniform highp float radius;
52 uniform highp float brightness;
53 uniform lowp sampler2D source;
56 highp vec2 uv = qt_TexCoord0.xy;
57 highp vec2 coord = qt_TexCoord0 - 0.5;
58 lowp vec4 orig = texture2D(source, uv);
60 highp float vignette = 1.0 - dot(coord, coord);
62 lowp vec3 col = orig.rgb * clamp(pow(vignette, radius) + brightness, 0.0, 1.0);
64 gl_FragColor = vec4(col, 1.0);