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feat(ui/modules/Common/Image/RoundedImage): supports color mask
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commit
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4 changed files with 16 additions and 4 deletions
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@ -4,9 +4,11 @@
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<file>assets/images/attachment_normal.svg</file>
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<file>assets/images/attachment_pressed.svg</file>
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<file>assets/images/auto_answer.svg</file>
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<file>assets/images/a-v-a-t-a-r-120120@3x.png</file>
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<file>assets/images/call_hovered.svg</file>
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<file>assets/images/call_normal.svg</file>
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<file>assets/images/call_pressed.svg</file>
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<file>assets/images/cat.jpg</file>
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<file>assets/images/chat_error.svg</file>
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<file>assets/images/chat_hovered.svg</file>
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<file>assets/images/chat_normal.svg</file>
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@ -99,6 +99,10 @@ void App::registerTypes () {
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);
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// Register models.
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qmlRegisterUncreatableType<ContactModel>(
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"Linphone", 1, 0, "ContactModel", "ContactModel is uncreatable"
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);
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ContactsListProxyModel::initContactsListModel(new ContactsListModel());
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qmlRegisterType<ContactsListProxyModel>("Linphone", 1, 0, "ContactsListProxyModel");
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@ -4,6 +4,8 @@ import QtQuick 2.7
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Item {
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property alias source: image.source
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property color colorMask: '#00000000'
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// vec4(0.812, 0.843, 0.866, 1.0) 0.9
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Item {
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id: imageContainer
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@ -26,17 +28,21 @@ Item {
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layer {
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effect: ShaderEffect {
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property var image: imageContainer
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property var color: colorMask
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fragmentShader: '
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uniform lowp sampler2D image;
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uniform lowp sampler2D mask;
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uniform lowp float qt_Opacity;
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uniform lowp vec4 color;
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uniform lowp float qt_Opacity;
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varying highp vec2 qt_TexCoord0;
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void main () {
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gl_FragColor = texture2D(image, qt_TexCoord0) *
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texture2D(mask, qt_TexCoord0).a *
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vec4 tex = texture2D(image, qt_TexCoord0);
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gl_FragColor = mix(tex, vec4(color.rgb, 1.0), color.a) *
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texture2D(mask, qt_TexCoord0) *
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qt_Opacity;
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}
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'
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@ -15,7 +15,7 @@ QtObject {
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}
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property QtObject sphere: QtObject {
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property color color: Colors.r
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property color color: Colors.x
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property int size: 10
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}
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}
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