/usr/lib/x86_64-linux-gnu/qt5/qml/Ubuntu/Components/Themes/Ambiance/HighlightMagnifier.qml is in ubuntu-ui-toolkit-theme 0.1.46+14.04.20140408.1-0ubuntu1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 | /*
* Copyright 2013 Canonical Ltd.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
import QtQuick 2.0
ShaderEffect {
id: magnifier
property ShaderEffectSource source
property real scaleFactor: 1.2
// Everything in the sourceItem that is not transparent will be made this color
// in the output, but the transparency of the input is respected.
property color outputColor: "red"
// Specify the region of the sourceRect that must be enlarged as
// x, y, width, height in texture coordinates. (0, 0, 1, 1) is full sourceRect.
property rect texCoordRange: Qt.rect(0.0, 0.0, 1.0, 1.0);
vertexShader: "
uniform highp vec4 texCoordRange;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp float scaleFactor;
varying highp vec2 qt_TexCoord0;
void main() {
vec2 texCoord = vec2(0.5 - 1.0 / (2.0 * scaleFactor)) + qt_MultiTexCoord0 / vec2(scaleFactor);
qt_TexCoord0 = texCoordRange.xy + texCoord*texCoordRange.zw;
gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
uniform highp vec4 outputColor;
void main() {
lowp vec4 tex = texture2D(source, qt_TexCoord0);
gl_FragColor = vec4(outputColor.rgb, outputColor.a*tex.a) * qt_Opacity;
}"
}
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