ShaderEffect QML Type
Applies custom shaders to a rectangle. More...
Import Statement: | import QtQuick 2.0 |
Inherits: |
Properties
- blending : bool
- cullMode : enumeration
- fragmentShader : url
- log : string
- mesh : variant
- status : enumeration
- supportsAtlasTextures : bool
- vertexShader : url
Detailed Description
The ShaderEffect type applies a custom vertex and fragment (pixel) shader to a rectangle. It allows adding effects such as drop shadow, blur, colorize and page curl into the QML scene.
Note: Depending on the Qt Quick scenegraph backend in use, the ShaderEffect type may not be supported. For example, with the software
backend effects will not be rendered at all.
Shaders
In Qt 5, effects were provided in form of GLSL (OpenGL Shading Language) source code, often embedded as strings into QML. Starting with Qt 5.8, referring to files, either local ones or in the Qt resource system, became possible as well.
In Qt 6, Qt Quick has support for graphics APIs, such as Vulkan, Metal, and Direct3D 11 as well. Therefore, working with GLSL source strings is no longer feasible. Rather, the new shader pipeline is based on compiling Vulkan-compatible GLSL code into SPIR-V, followed by gathering reflection information and translating into other shading languages, such as HLSL, the Metal Shading Language, and various GLSL versions. The resulting assets are packed together into a single package, typically stored in files with an extension of .qsb
. This process is done offline or at application build time at latest. At run time, the scene graph and the underlying graphics abstraction consumes these .qsb
files. Therefore, ShaderEffect expects file (local or qrc) references in Qt 6 in place of inline shader code.
The vertexShader and fragmentShader properties are URLs in Qt 6, and work very similarly to Image.source, for example. Only the file
and qrc
schemes are supported with ShaderEffect, however. It is also possible to omit the file
scheme, allowing to specify a relative path in a convenient way. Such a path is resolved relative to the component's (the .qml
file's) location.
Shader Inputs and Resources
There are two types of input to the vertexShader: uniforms and vertex inputs.
The following inputs are predefined:
- vec4 qt_Vertex - vertex position, the top-left vertex has position (0, 0), the bottom-right (width, height).
- vec2 qt_MultiTexCoord0 - texture coordinate, the top-left coordinate is (0, 0), the bottom-right (1, 1). If supportsAtlasTextures is true, coordinates will be based on position in the atlas instead.
The following uniforms are predefined:
- mat4 qt_Matrix - combined transformation matrix, the product of the matrices from the root item to this ShaderEffect, and an orthogonal projection.
- float qt_Opacity - combined opacity, the product of the opacities from the root item to this ShaderEffect.
Note: Vulkan-style GLSL has no separate uniform variables. Instead, shaders must always use a uniform block with a binding point of 0
.
Note: The uniform block layout qualifier must always be std140
.
In addition, any property that can be mapped to a GLSL type can be made available to the shaders. The following list shows how properties are mapped:
- bool, int, qreal -> bool, int, float - If the type in the shader is not the same as in QML, the value is converted automatically.
- QColor -> vec4 - When colors are passed to the shader, they are first premultiplied. Thus Qt.rgba(0.2, 0.6, 1.0, 0.5) becomes vec4(0.1, 0.3, 0.5, 0.5) in the shader, for example.
- QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in the shader.
- QPoint, QPointF, QSize, QSizeF -> vec2
- QVector3D -> vec3
- QVector4D -> vec4
- QTransform -> mat3
- QMatrix4x4 -> mat4
-
QQuaternion -> vec4, scalar value is
w
. - Image -> sampler2D - Origin is in the top-left corner, and the color values are premultiplied. The texture is provided as is, excluding the Image item's fillMode. To include fillMode, use a ShaderEffectSource or Image::layer::enabled.
- ShaderEffectSource -> sampler2D - Origin is in the top-left corner, and the color values are premultiplied.
Samplers are still declared as separate uniform variables in the shader code. The shaders are free to choose any binding point for these, except for 0
because that is reserved for the uniform block.
Some shading languages and APIs have a concept of separate image and sampler objects. Qt Quick always works with combined image sampler objects in shaders, as supported by SPIR-V. Therefore shaders supplied for ShaderEffect should always use layout(binding = 1) uniform sampler2D tex;
style sampler declarations. The underlying abstraction layer and the shader pipeline takes care of making this work for all the supported APIs and shading languages, transparently to the applications.
The QML scene graph back-end may choose to allocate textures in texture atlases. 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. However, this will increase the memory usage. To avoid the texture copy, set supportsAtlasTextures for simple shaders using qt_MultiTexCoord0, or for each "uniform sampler2D <name>" declare a "uniform vec4 qt_SubRect_<name>" which will be assigned the texture's normalized source rectangle. For stand-alone textures, the source rectangle is [0, 1]x[0, 1]. For textures in an atlas, the source rectangle corresponds to the part of the texture atlas where the texture is stored. The correct way to calculate the texture coordinate for a texture called "source" within a texture atlas is "qt_SubRect_source.xy + qt_SubRect_source.zw * qt_MultiTexCoord0".
The output from the fragmentShader should be premultiplied. If blending is enabled, source-over blending is used. However, additive blending can be achieved by outputting zero in the alpha channel.
import QtQuick 2.0 Rectangle { width: 200; height: 100 Row { Image { id: img; sourceSize { width: 100; height: 100 } source: "qt-logo.png" } ShaderEffect { width: 100; height: 100 property variant src: img vertexShader: "myeffect.vert.qsb" fragmentShader: "myeffect.frag.qsb" } } } |
The example assumes myeffect.vert
and myeffect.frag
contain Vulkan-style GLSL code, processed by the qsb
tool in order to generate the .qsb
files.
#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 coord; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; out gl_PerVertex { vec4 gl_Position; }; void main() { coord = qt_MultiTexCoord0; gl_Position = qt_Matrix * qt_Vertex; }
#version 440 layout(location = 0) in vec2 coord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; layout(binding = 1) uniform sampler2D src; void main() { vec4 tex = texture(src, coord); fragColor = vec4(vec3(dot(tex.rgb, vec3(0.344, 0.5, 0.156))), tex.a) * qt_Opacity; }
Note: Scene Graph textures have origin in the top-left corner rather than bottom-left which is common in OpenGL.
Having One Shader Only
Specifying both vertexShader and fragmentShader is not mandatory. Many ShaderEffect implementations will want to provide a fragment shader only in practice, while relying on the default, built-in vertex shader.
The default vertex shader passes the texture coordinate along to the fragment shader as vec2 qt_TexCoord0
at location 0
.
The default fragment shader expects the texture coordinate to be passed from the vertex shader as vec2 qt_TexCoord0
at location 0
, and it samples from a sampler2D named source
at binding point 1
.
Warning: When only one of the shaders is specified, the writer of the shader must be aware of the uniform block layout expected by the default shaders: qt_Matrix must always be at offset 0, followed by qt_Opacity at offset 64. Any custom uniforms must be placed after these two. This is mandatory even when the application-provided shader does not use the matrix or the opacity, because at run time there is one single uniform buffer that is exposed to both the vertex and fragment shader.
ShaderEffect and Item Layers
The ShaderEffect type can be combined with layered items.
Layer with effect disabled | Layer with effect enabled |
Item { id: layerRoot layer.enabled: true layer.effect: ShaderEffect { fragmentShader: "effect.frag.qsb" } #version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; layout(binding = 1) uniform sampler2D source; void main() { vec4 p = texture(source, qt_TexCoord0); float g = dot(p.xyz, vec3(0.344, 0.5, 0.156)); fragColor = vec4(g, g, g, p.a) * qt_Opacity; } |
It is also possible to combine multiple layered items:
Rectangle { id: gradientRect; width: 10 height: 10 gradient: Gradient { GradientStop { position: 0; color: "white" } GradientStop { position: 1; color: "steelblue" } } visible: false; // should not be visible on screen. layer.enabled: true; layer.smooth: true } Text { id: textItem font.pixelSize: 48 text: "Gradient Text" anchors.centerIn: parent layer.enabled: true // This item should be used as the 'mask' layer.samplerName: "maskSource" layer.effect: ShaderEffect { property var colorSource: gradientRect; fragmentShader: "mask.frag.qsb" } } #version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; layout(binding = 1) uniform sampler2D colorSource; layout(binding = 2) uniform sampler2D maskSource; void main() { fragColor = texture(colorSource, qt_TexCoord0) * texture(maskSource, qt_TexCoord0).a * qt_Opacity; } |
Other Notes
By default, the ShaderEffect consists of four vertices, one for each corner. For non-linear vertex transformations, like page curl, you can specify a fine grid of vertices by specifying a mesh resolution.
See also Item Layers.
Property Documentation
blending : bool
If this property is true, the output from the fragmentShader is blended with the background using source-over blend mode. If false, the background is disregarded. Blending decreases the performance, so you should set this property to false when blending is not needed. The default value is true.
cullMode : enumeration
This property defines which sides of the item should be visible.
- ShaderEffect.NoCulling - Both sides are visible
- ShaderEffect.BackFaceCulling - only front side is visible
- ShaderEffect.FrontFaceCulling - only back side is visible
The default is NoCulling.
fragmentShader : url
This property contains a reference to a file with the preprocessed fragment shader package, typically with an extension of .qsb
. The value is treated as a URL, similarly to other QML types, such as Image. It must either be a local file or use the qrc scheme to access files embedded via the Qt resource system. The URL may be absolute, or relative to the URL of the component.
See also vertexShader.
log : string
This property holds a log of warnings and errors from the latest attempt at compiling the shaders. It is updated at the same time status is set to Compiled or Error.
Note: In Qt 6, the shader pipeline promotes compiling and translating the Vulkan-style GLSL shaders offline, or at build time at latest. This does not necessarily mean there is no shader compilation happening at run time, but even if there is, ShaderEffect is not involved in that, and syntax and similar errors should not occur anymore at that stage. Therefore the value of this property is typically empty.
See also status.
mesh : variant
This property defines the mesh used to draw the ShaderEffect. It can hold any GridMesh object. If a size value is assigned to this property, the ShaderEffect implicitly uses a GridMesh with the value as mesh resolution. By default, this property is the size 1x1.
See also GridMesh.
status : enumeration
This property tells the current status of the shaders.
- ShaderEffect.Compiled - the shader program was successfully compiled and linked.
- ShaderEffect.Uncompiled - the shader program has not yet been compiled.
- ShaderEffect.Error - the shader program failed to compile or link.
When setting the fragment or vertex shader source code, the status will become Uncompiled. The first time the ShaderEffect is rendered with new shader source code, the shaders are compiled and linked, and the status is updated to Compiled or Error.
When runtime compilation is not in use and the shader properties refer to files with bytecode, the status is always Compiled. The contents of the shader is not examined (apart from basic reflection to discover vertex input elements and constant buffer data) until later in the rendering pipeline so potential errors (like layout or root signature mismatches) will only be detected at a later point.
See also log.
[since QtQuick 2.4] supportsAtlasTextures : bool
Set this property true to confirm that your shader code doesn't rely on qt_MultiTexCoord0 ranging from (0,0) to (1,1) relative to the mesh. In this case the range of qt_MultiTexCoord0 will rather be based on the position of the texture within the atlas. This property currently has no effect if there is less, or more, than one sampler uniform used as input to your shader.
This differs from providing qt_SubRect_<name> uniforms in that the latter allows drawing one or more textures from the atlas in a single ShaderEffect item, while supportsAtlasTextures allows multiple instances of a ShaderEffect component using a different source image from the atlas to be batched in a single draw. Both prevent a texture from being copied out of the atlas when referenced by a ShaderEffect.
The default value is false.
This property was introduced in QtQuick 2.4.
vertexShader : url
This property contains a reference to a file with the preprocessed vertex shader package, typically with an extension of .qsb
. The value is treated as a URL, similarly to other QML types, such as Image. It must either be a local file or use the qrc scheme to access files embedded via the Qt resource system. The URL may be absolute, or relative to the URL of the component.
See also fragmentShader.
© The Qt Company Ltd
Licensed under the GNU Free Documentation License, Version 1.3.
https://doc.qt.io/qt-6.0/qml-qtquick-shadereffect.html