/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
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** conditions see http://qt.digia.com/licensing.  For further information
** use the contact form at http://qt.digia.com/contact-us.
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** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
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** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
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****************************************************************************/
import QtQuick 1.0
import Qt.labs.shaders 1.0

Rectangle {
    anchors.fill: parent;
    color: "red"

    Timer {
        running: true
        interval: 2000
        repeat: true
        onTriggered: {
            effect.vertexShader == effect.defaultVertexShader ?  effect.vertexShader = effect.dummyVertexShader :  effect.vertexShader = effect.defaultVertexShader
        }
    }

    ShaderEffectItem {
        id: effect
        anchors.fill: parent;

        property string defaultVertexShader: "
            uniform highp mat4 qt_ModelViewProjectionMatrix;
            attribute highp vec4 qt_Vertex;
            attribute highp vec2 qt_MultiTexCoord0;
            varying highp vec2 qt_TexCoord0;
            void main(void)
            {
                qt_TexCoord0 = qt_MultiTexCoord0;
                gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
            }
        "

        property string dummyVertexShader: "
            uniform highp mat4 qt_ModelViewProjectionMatrix;
            attribute highp vec4 qt_Vertex;
            attribute highp vec2 qt_MultiTexCoord0;
            varying highp vec2 qt_TexCoord0;
            void main(void)
            {
                 qt_TexCoord0 = qt_MultiTexCoord0;
                 gl_Position = qt_Vertex * vec4(0.0, 0.0, 0.0, 0.0001);
            }
        "

        vertexShader: defaultVertexShader

        fragmentShader: "
            varying highp vec2 qt_TexCoord0;
            void main() {
                 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
            }
        "

    }

    Rectangle {
        width: parent.width
        height: 40
        color: "#cc000000"

        Text {
             id: label
             anchors.centerIn:  parent
             text: effect.vertexShader == effect.defaultVertexShader ? "Effect (display should be green)" : "Effect (display should be red)"
             color: "white"
             font.bold: true
        }
    }
}
