vibe out them edge reflections
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78964344d2
commit
8845996c8c
3 changed files with 121 additions and 18 deletions
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@ -10,6 +10,8 @@ layout(std140, binding = 0) uniform buf {
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float warpStrength;
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float warpStrength;
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float flowSpeed;
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float flowSpeed;
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float scale;
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float scale;
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float edgeReflectionStrength;
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float edgeReflectionWidth;
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} ubuf;
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} ubuf;
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layout(binding = 1) uniform sampler2D source;
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layout(binding = 1) uniform sampler2D source;
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@ -49,16 +51,72 @@ void main() {
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// Combine flows for more organic movement
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// Combine flows for more organic movement
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vec2 finalFlow = (flowDir1 + flowDir2 * 0.5) * ubuf.warpStrength * 0.01;
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vec2 finalFlow = (flowDir1 + flowDir2 * 0.5) * ubuf.warpStrength * 0.01;
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// Apply subtle chromatic aberration like Apple's effect
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// Apply subtle chromatic aberration
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float aberration = length(finalFlow) * 0.5;
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float aberration = length(finalFlow) * 0.5;
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vec2 distortedUV = uv + finalFlow;
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vec2 distortedUV = uv + finalFlow;
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// Sample with slight chromatic separation
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// Sample with slight chromatic separation for main glass effect
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float r = texture(source, distortedUV + vec2(aberration, 0.0)).r;
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float r = texture(source, distortedUV + vec2(aberration, 0.0)).r;
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float g = texture(source, distortedUV).g;
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float g = texture(source, distortedUV).g;
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float b = texture(source, distortedUV - vec2(aberration, 0.0)).b;
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float b = texture(source, distortedUV - vec2(aberration, 0.0)).b;
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fragColor = vec4(r, g, b, 1.0) * ubuf.qt_Opacity;
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vec4 glassColor = vec4(r, g, b, 1.0);
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// Simple edge reflection - back to what worked
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float edgeWidth = ubuf.edgeReflectionWidth;
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// Calculate distance from edges
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float distFromLeft = uv.x;
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float distFromRight = 1.0 - uv.x;
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float distFromTop = uv.y;
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float distFromBottom = 1.0 - uv.y;
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// Find the minimum distance to any edge
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float minDistToEdge = min(min(distFromLeft, distFromRight), min(distFromTop, distFromBottom));
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// Create edge mask
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float edgeMask = smoothstep(edgeWidth, 0.0, minDistToEdge);
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if (edgeMask > 0.0) {
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vec2 reflectionUV = distortedUV;
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// Simple reflection logic
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if (minDistToEdge == distFromLeft) {
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// Left edge - flip horizontally
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reflectionUV.x = 1.0 - distortedUV.x;
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} else if (minDistToEdge == distFromRight) {
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// Right edge - keep as is but sample from further right
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reflectionUV.x = distortedUV.x + 0.1;
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} else if (minDistToEdge == distFromTop) {
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// Top edge - flip vertically
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reflectionUV.y = 1.0 - distortedUV.y;
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} else {
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// Bottom edge - flip vertically
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reflectionUV.y = 1.0 - distortedUV.y + 0.1;
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}
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// Clamp to valid range
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reflectionUV = clamp(reflectionUV, 0.0, 1.0);
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// Sample reflection with same chromatic aberration
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float rRefl = texture(source, reflectionUV + vec2(aberration, 0.0)).r;
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float gRefl = texture(source, reflectionUV).g;
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float bRefl = texture(source, reflectionUV - vec2(aberration, 0.0)).b;
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vec4 reflectionColor = vec4(rRefl, gRefl, bRefl, 1.0);
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// Blend reflection with glass effect
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glassColor = mix(glassColor, reflectionColor, edgeMask * ubuf.edgeReflectionStrength);
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}
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// Simple glass overlay enhancement
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vec2 centeredUV = (uv - 0.5) * 2.0;
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float fresnel = pow(1.0 - abs(dot(normalize(vec3(centeredUV, 1.0)), vec3(0.0, 0.0, 1.0))), 1.5);
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// Add subtle white tint and fresnel
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glassColor.rgb = mix(glassColor.rgb, vec3(1.0), 0.02 + fresnel * 0.03);
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fragColor = glassColor * ubuf.qt_Opacity;
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}
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}
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Binary file not shown.
73
shell.qml
73
shell.qml
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@ -24,7 +24,6 @@ ShellRoot {
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}
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}
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ColumnLayout {
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ColumnLayout {
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// anchors.fill: parent
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anchors {
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anchors {
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centerIn: parent
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centerIn: parent
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}
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}
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@ -58,12 +57,13 @@ ShellRoot {
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live: true
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live: true
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}
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}
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FastBlur {
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GaussianBlur {
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id: backgroundBlur
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id: backgroundBlur
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anchors.fill: parent
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anchors.fill: parent
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source: blurredBackground
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source: blurredBackground
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radius: 16
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radius: 4
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transparentBorder: true
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samples: 4
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// transparentBorder: true
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}
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}
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// Liquid glass shader warp
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// Liquid glass shader warp
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@ -75,6 +75,9 @@ ShellRoot {
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property real warpStrength: warpSlider.value
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property real warpStrength: warpSlider.value
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property real flowSpeed: speedSlider.value
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property real flowSpeed: speedSlider.value
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property real scale: 3.0
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property real scale: 3.0
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property real edgeReflectionStrength: edgeReflectionSlider.value
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property real edgeReflectionWidth: edgeWidthSlider.value
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property real cornerRadius: 0.1
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property variant source: ShaderEffectSource {
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property variant source: ShaderEffectSource {
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sourceItem: backgroundBlur
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sourceItem: backgroundBlur
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@ -83,30 +86,40 @@ ShellRoot {
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}
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}
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}
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}
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// Glass overlay
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// Subtle glass overlay
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Rectangle {
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Rectangle {
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anchors.fill: parent
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anchors.fill: parent
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color: Qt.rgba(1,1,1, 0.05)
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color: "transparent"
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border.width: 1
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border.color: Qt.rgba(1, 1, 1, 0.3)
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radius: 20
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radius: 20
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// Subtle inner glow
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Rectangle {
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Rectangle {
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anchors.fill: parent
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anchors.fill: parent
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anchors.margins: 1
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anchors.margins: 1
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radius: parent.radius - 1
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radius: parent.radius - 1
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color: "transparent"
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border.width: 1
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border.color: Qt.rgba(1, 1, 1, 0.05)
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}
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border.width: 1
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border.color: Qt.rgba(1, 1, 1, 0.15)
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Rectangle {
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anchors.top: parent.top
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anchors.left: parent.left
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anchors.right: parent.right
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anchors.margins: 1
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height: parent.height * 0.3
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radius: parent.radius - 1
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gradient: Gradient {
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gradient: Gradient {
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GradientStop {
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GradientStop {
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position: 0.0
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position: 0.0
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color: Qt.rgba(1, 1, 1, 0.1)
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color: Qt.rgba(1, 1, 1, 0.08)
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}
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GradientStop {
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position: 0.3
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color: Qt.rgba(1, 1, 1, 0.05)
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}
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}
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GradientStop {
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GradientStop {
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position: 1.0
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position: 1.0
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color: Qt.rgba(0, 0, 0, 0.05)
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color: Qt.rgba(1, 1, 1, 0.0)
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}
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}
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}
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}
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}
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}
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@ -161,6 +174,38 @@ ShellRoot {
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Layout.preferredHeight: 30
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Layout.preferredHeight: 30
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}
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}
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}
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}
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RowLayout {
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Text {
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text: "Edge Reflection:"
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}
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Slider {
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id: edgeReflectionSlider
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from: 0
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to: 1
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value: 0.3
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Layout.fillWidth: true
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Layout.preferredHeight: 30
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}
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}
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RowLayout {
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Text {
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text: "Edge Width:"
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}
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Slider {
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id: edgeWidthSlider
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from: 0.01
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to: 0.2
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value: 0.1
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Layout.fillWidth: true
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Layout.preferredHeight: 30
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}
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}
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}
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}
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}
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}
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}
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}
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