/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
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** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
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** accordance with the commercial license agreement provided with the
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** Alternatively, this file may be used under the terms of the GNU Lesser
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import QtQuick 2.0

Rectangle {
    id: window

    width: 400
    height: 200

    gradient: Gradient {
        GradientStop { position: 0; color: "lightsteelblue" }
        GradientStop { position: 1; color: "black" }
    }

    Column {
        id: column
        opacity: 0.99 // work around QTBUG-29037

        y: 50
        width: 200
        anchors.horizontalCenter: parent.horizontalCenter

        TextBox {
            id: input1
            width: parent.width
            height: 30
            focus: true

            label: "A QML text box.."

            nextInFocus: input2;
        }

        TextBox {
            id: input2
            width: parent.width
            height: 30

            label: "Another QML text box.."

            nextInFocus: input1;
        }

        layer.enabled: true
        layer.smooth: true
    }

    ShaderEffect {
        anchors.top: column.bottom
        width: column.width
        height: column.height;
        anchors.left: column.left

        property variant source: column;
        property size sourceSize: Qt.size(0.5 / column.width, 0.5 / column.height);

        fragmentShader: "
            varying highp vec2 qt_TexCoord0;
            uniform lowp sampler2D source;
            uniform lowp vec2 sourceSize;
            uniform lowp float qt_Opacity;
            void main() {

                lowp vec2 tc = qt_TexCoord0 * vec2(1, -1) + vec2(0, 1);
                lowp vec4 col = 0.25 * (texture2D(source, tc + sourceSize)
                                        + texture2D(source, tc- sourceSize)
                                        + texture2D(source, tc + sourceSize * vec2(1, -1))
                                        + texture2D(source, tc + sourceSize * vec2(-1, 1))
                                       );
                gl_FragColor = col * qt_Opacity * (1.0 - qt_TexCoord0.y) * 0.2;
            }"
    }
}
