forked from quickshell/quickshell
widgets: add ClippingRectangle
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68ba5005ce
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1
BUILD.md
1
BUILD.md
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@ -41,6 +41,7 @@ Quickshell has a set of base dependencies you will always need, names vary by di
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- `cmake`
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- `qt6base`
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- `qt6declarative`
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- `qtshadertools` (build-time only)
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- `pkg-config`
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- `cli11`
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@ -91,7 +91,7 @@ if (NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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set(QT_FPDEPS Gui Qml Quick QuickControls2 Widgets)
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set(QT_FPDEPS Gui Qml Quick QuickControls2 Widgets ShaderTools)
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include(cmake/pch.cmake)
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@ -8,6 +8,7 @@
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cmake,
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ninja,
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qt6,
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spirv-tools,
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cli11,
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breakpad,
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jemalloc,
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@ -45,6 +46,8 @@
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nativeBuildInputs = with pkgs; [
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cmake
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ninja
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qt6.qtshadertools
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spirv-tools
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qt6.wrapQtAppsHook
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pkg-config
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] ++ (lib.optionals withWayland [
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@ -1,10 +1,28 @@
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qt_add_library(quickshell-widgets STATIC)
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qt_add_library(quickshell-widgets STATIC
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cliprect.cpp
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)
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qt_add_qml_module(quickshell-widgets
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URI Quickshell.Widgets
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VERSION 0.1
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QML_FILES
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IconImage.qml
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ClippingRectangle.qml
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)
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qt6_add_shaders(quickshell-widgets "widgets-cliprect"
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NOHLSL NOMSL BATCHABLE PRECOMPILE OPTIMIZED QUIET
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PREFIX "/Quickshell/Widgets"
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FILES shaders/cliprect.frag
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OUTPUTS shaders/cliprect.frag.qsb
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)
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qt6_add_shaders(quickshell-widgets "widgets-cliprect-ub"
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NOHLSL NOMSL BATCHABLE PRECOMPILE OPTIMIZED QUIET
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PREFIX "/Quickshell/Widgets"
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FILES shaders/cliprect.frag
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OUTPUTS shaders/cliprect-ub.frag.qsb
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DEFINES CONTENT_UNDER_BORDER
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)
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install_qml_module(quickshell-widgets)
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82
src/widgets/ClippingRectangle.qml
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82
src/widgets/ClippingRectangle.qml
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@ -0,0 +1,82 @@
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import QtQuick
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///! Rectangle capable of clipping content inside its border.
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/// > [!WARNING] This type requires at least Qt 6.7.
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///
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/// This is a specialized version of @@QtQuick.Rectangle that clips content
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/// inside of its border, including rounded rectangles. It costs more than
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/// @@QtQuick.Rectangle, so it should not be used unless you need to clip
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/// items inside of it to the border.
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Item {
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id: root
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/// If content should be displayed underneath the border.
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///
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/// Defaults to false, does nothing if the border is opaque.
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property bool contentUnderBorder: false;
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/// If the content item should be resized to fit inside the border.
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///
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/// Defaults to `!contentUnderBorder`. Most useful when combined with
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/// `anchors.fill: parent` on an item passed to the ClippingRectangle.
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property bool contentInsideBorder: !root.contentUnderBorder;
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/// If the rectangle should be antialiased.
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///
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/// Defaults to true if any corner has a non-zero radius, otherwise false.
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property /*bool*/alias antialiasing: rectangle.antialiasing;
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/// The background color of the rectangle, which goes under its content.
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property /*color*/alias color: shader.backgroundColor;
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/// See @@QtQuick.Rectangle.border.
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property clippingRectangleBorder border;
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/// Radius of all corners. Defaults to 0.
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property /*real*/alias radius: rectangle.radius
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/// Radius of the top left corner. Defaults to @@radius.
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property /*real*/alias topLeftRadius: rectangle.topLeftRadius
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/// Radius of the top right corner. Defaults to @@radius.
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property /*real*/alias topRightRadius: rectangle.topRightRadius
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/// Radius of the bottom left corner. Defaults to @@radius.
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property /*real*/alias bottomLeftRadius: rectangle.bottomLeftRadius
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/// Radius of the bottom right corner. Defaults to @@radius.
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property /*real*/alias borromRightRadius: rectangle.bottomRightRadius
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/// Visual children of the ClippingRectangle's @@contentItem. (`list<Item>`).
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///
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/// See @@QtQuick.Item.children for details.
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default property alias children: contentItem.children;
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/// The item containing the rectangle's content.
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/// There is usually no reason to use this directly.
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readonly property alias contentItem: contentItem;
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Rectangle {
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id: rectangle
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anchors.fill: root
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color: "#ffff0000"
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border.color: "#ff00ff00"
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border.pixelAligned: root.border.pixelAligned
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border.width: root.border.width
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layer.enabled: true
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visible: false
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}
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Item {
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id: contentItemContainer
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anchors.fill: root
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layer.enabled: true
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visible: false
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Item {
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id: contentItem
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anchors.fill: parent
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anchors.margins: root.contentInsideBorder ? root.border.width : 0
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}
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}
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ShaderEffect {
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id: shader
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anchors.fill: root
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fragmentShader: `qrc:/Quickshell/Widgets/shaders/cliprect${root.contentUnderBorder ? "-ub" : ""}.frag.qsb`
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property Rectangle rect: rectangle;
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property color backgroundColor;
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property color borderColor: root.border.color;
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property Item content: contentItemContainer;
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}
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}
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1
src/widgets/cliprect.cpp
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1
src/widgets/cliprect.cpp
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@ -0,0 +1 @@
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#include "cliprect.hpp" // NOLINT
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20
src/widgets/cliprect.hpp
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20
src/widgets/cliprect.hpp
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@ -0,0 +1,20 @@
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#pragma once
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#include <qcolor.h>
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#include <qmetaobject.h>
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#include <qnamespace.h>
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#include <qqmlintegration.h>
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#include <qtmetamacros.h>
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class ClippingRectangleBorder {
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Q_GADGET;
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Q_PROPERTY(QColor color MEMBER color);
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Q_PROPERTY(bool pixelAligned MEMBER pixelAligned);
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Q_PROPERTY(int width MEMBER width);
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QML_VALUE_TYPE(clippingRectangleBorder);
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public:
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QColor color = Qt::black;
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bool pixelAligned = true;
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int width = 0;
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};
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@ -2,5 +2,6 @@ name = "Quickshell.Widgets"
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description = "Bundled widgets"
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qml_files = [
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"IconImage.qml",
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"ClippingRectangle.qml",
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]
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-----
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40
src/widgets/shaders/cliprect.frag
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40
src/widgets/shaders/cliprect.frag
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@ -0,0 +1,40 @@
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec4 backgroundColor;
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vec4 borderColor;
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};
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layout(binding = 1) uniform sampler2D rect;
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layout(binding = 2) uniform sampler2D content;
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vec4 overlay(vec4 base, vec4 overlay) {
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if (overlay.a == 0.0) return base;
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float baseMul = 1.0 - overlay.a;
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float newAlpha = overlay.a + base.a * baseMul;
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vec3 rgb = (overlay.rgb * overlay.a + base.rgb * base.a * baseMul) / newAlpha;
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return vec4(rgb, newAlpha);
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}
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void main() {
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vec4 contentColor = texture(content, qt_TexCoord0.xy);
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vec4 rectColor = texture(rect, qt_TexCoord0.xy);
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#ifdef CONTENT_UNDER_BORDER
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float contentAlpha = rectColor.a;
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#else
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float contentAlpha = rectColor.r;
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#endif
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float borderAlpha = rectColor.g;
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vec4 innerColor = overlay(backgroundColor, contentColor) * contentAlpha;
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vec4 borderColor = borderColor * borderAlpha;
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fragColor = (innerColor * (1.0 - borderColor.a) + borderColor) * qt_Opacity;
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}
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