Verified Commit 12396a1d authored by ivan tkachenko's avatar ivan tkachenko
Browse files

Get proper multi-line strings in JavaScript

Double-quoted multi-line strings is a custom Qt/JS engine extension, and
as such it is better be avoided, since we have official widely
supported replacement.

GIT_SILENT
parent 497a3984
Pipeline #126889 passed with stage
in 4 minutes and 39 seconds
......@@ -58,7 +58,7 @@ Item {
bottomMargin: PlasmaCore.Units.largeSpacing
horizontalCenter: parent.horizontalCenter
}
Behavior on width {
Behavior on width {
PropertyAnimation {
from: faceSize
duration: PlasmaCore.Units.longDuration;
......@@ -115,37 +115,37 @@ Item {
//if copying into another project don't forget to connect themeChanged to update()
//but in SDDM that's a bit pointless
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp vec4 colorBorder;
highp float blend = 0.01;
highp float innerRadius = 0.47;
highp float outerRadius = 0.49;
lowp vec4 colorEmpty = vec4(0.0, 0.0, 0.0, 0.0);
void main() {
lowp vec4 colorSource = texture2D(source, qt_TexCoord0.st);
highp vec2 m = qt_TexCoord0 - vec2(0.5, 0.5);
highp float dist = sqrt(m.x * m.x + m.y * m.y);
if (dist < innerRadius)
gl_FragColor = colorSource;
else if (dist < innerRadius + blend)
gl_FragColor = mix(colorSource, colorBorder, ((dist - innerRadius) / blend));
else if (dist < outerRadius)
gl_FragColor = colorBorder;
else if (dist < outerRadius + blend)
gl_FragColor = mix(colorBorder, colorEmpty, ((dist - outerRadius) / blend));
else
gl_FragColor = colorEmpty ;
gl_FragColor = gl_FragColor * qt_Opacity;
}
"
fragmentShader: `
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp vec4 colorBorder;
highp float blend = 0.01;
highp float innerRadius = 0.47;
highp float outerRadius = 0.49;
lowp vec4 colorEmpty = vec4(0.0, 0.0, 0.0, 0.0);
void main() {
lowp vec4 colorSource = texture2D(source, qt_TexCoord0.st);
highp vec2 m = qt_TexCoord0 - vec2(0.5, 0.5);
highp float dist = sqrt(m.x * m.x + m.y * m.y);
if (dist < innerRadius)
gl_FragColor = colorSource;
else if (dist < innerRadius + blend)
gl_FragColor = mix(colorSource, colorBorder, ((dist - innerRadius) / blend));
else if (dist < outerRadius)
gl_FragColor = colorBorder;
else if (dist < outerRadius + blend)
gl_FragColor = mix(colorBorder, colorEmpty, ((dist - outerRadius) / blend));
else
gl_FragColor = colorEmpty ;
gl_FragColor = gl_FragColor * qt_Opacity;
}
`
}
PlasmaComponents3.Label {
......
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