阻抗弹窗
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@@ -0,0 +1,330 @@
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt Quick Controls module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.4
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Item {
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id: rootItem
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property variant source
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property real spread: 0.0
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property real blur: 0.0
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property color color: "white"
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property bool transparentBorder: false
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property bool cached: false
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: shaderItem
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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property string __internalBlurVertexShader: "qrc:/QtQuick/Controls/Shaders/blur.vert"
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property string __internalBlurFragmentShader: "qrc:/QtQuick/Controls/Shaders/blur.frag"
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ShaderEffect {
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id: level0
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property variant source: sourceProxy.output
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anchors.fill: parent
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visible: false
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smooth: true
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}
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ShaderEffectSource {
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id: level1
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width: Math.ceil(shaderItem.width / 32) * 32
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height: Math.ceil(shaderItem.height / 32) * 32
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sourceItem: level0
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hideSource: rootItem.visible
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sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0,0,0,0)
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smooth: true
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visible: false
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}
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ShaderEffect {
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id: effect1
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property variant source: level1
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level2
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level2
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width: level1.width / 2
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height: level1.height / 2
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sourceItem: effect1
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect2
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property variant source: level2
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level3
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level3
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width: level2.width / 2
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height: level2.height / 2
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sourceItem: effect2
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect3
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property variant source: level3
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level4
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level4
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width: level3.width / 2
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height: level3.height / 2
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sourceItem: effect3
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect4
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property variant source: level4
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level5
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level5
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width: level4.width / 2
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height: level4.height / 2
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sourceItem: effect4
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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ShaderEffect {
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id: effect5
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property variant source: level5
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property real yStep: 1/height
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property real xStep: 1/width
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anchors.fill: level6
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visible: false
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smooth: true
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vertexShader: __internalBlurVertexShader
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fragmentShader: __internalBlurFragmentShader
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}
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ShaderEffectSource {
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id: level6
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width: level5.width / 2
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height: level5.height / 2
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sourceItem: effect5
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hideSource: rootItem.visible
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visible: false
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smooth: true
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}
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Item {
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id: dummysource
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width: 1
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height: 1
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visible: false
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}
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ShaderEffectSource {
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id: dummy
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width: 1
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height: 1
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sourceItem: dummysource
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visible: false
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smooth: false
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live: false
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}
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ShaderEffect {
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id: shaderItem
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x: transparentBorder ? -64 : 0
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y: transparentBorder ? -64 : 0
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width: transparentBorder ? parent.width + 128 : parent.width
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height: transparentBorder ? parent.height + 128 : parent.height
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property variant source1: level1
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property variant source2: level2
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property variant source3: level3
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property variant source4: level4
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property variant source5: level5
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property variant source6: level6
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property real lod: rootItem.blur
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property real weight1;
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property real weight2;
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property real weight3;
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property real weight4;
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property real weight5;
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property real weight6;
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property real spread: 1.0 - (rootItem.spread * 0.98)
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property alias color: rootItem.color
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function weight(v) {
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if (v <= 0.0)
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return 1
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if (v >= 0.5)
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return 0
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return 1.0 - v / 0.5
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}
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function calculateWeights() {
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var w1 = weight(Math.abs(lod - 0.100))
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var w2 = weight(Math.abs(lod - 0.300))
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var w3 = weight(Math.abs(lod - 0.500))
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var w4 = weight(Math.abs(lod - 0.700))
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var w5 = weight(Math.abs(lod - 0.900))
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var w6 = weight(Math.abs(lod - 1.100))
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var sum = w1 + w2 + w3 + w4 + w5 + w6;
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weight1 = w1 / sum;
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weight2 = w2 / sum;
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weight3 = w3 / sum;
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weight4 = w4 / sum;
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weight5 = w5 / sum;
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weight6 = w6 / sum;
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upateSources()
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}
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function upateSources() {
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var sources = new Array();
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var weights = new Array();
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if (weight1 > 0) {
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sources.push(level1)
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weights.push(weight1)
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}
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if (weight2 > 0) {
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sources.push(level2)
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weights.push(weight2)
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}
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if (weight3 > 0) {
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sources.push(level3)
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weights.push(weight3)
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}
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if (weight4 > 0) {
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sources.push(level4)
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weights.push(weight4)
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}
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if (weight5 > 0) {
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sources.push(level5)
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weights.push(weight5)
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}
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if (weight6 > 0) {
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sources.push(level6)
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weights.push(weight6)
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}
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for (var j = sources.length; j < 6; j++) {
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sources.push(dummy)
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weights.push(0.0)
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}
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source1 = sources[0]
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source2 = sources[1]
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source3 = sources[2]
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source4 = sources[3]
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source5 = sources[4]
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source6 = sources[5]
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weight1 = weights[0]
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weight2 = weights[1]
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weight3 = weights[2]
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weight4 = weights[3]
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weight5 = weights[4]
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weight6 = weights[5]
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}
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Component.onCompleted: calculateWeights()
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onLodChanged: calculateWeights()
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fragmentShader: "qrc:/QtQuick/Controls/Shaders/glow.frag"
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}
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}
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