blob: dead5cfe098216cfda6fd70c743aecefc862a163 (
plain)
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
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the Qt scene graph research project.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** 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
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
"varying highp vec2 qt_TexCoord; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
" lowp vec4 pix = texture2D(source, qt_TexCoord); \n" +
" lowp float gray = dot(pix.xyz, vec3(0.5, 0.5, 0.5)); \n" +
" gl_FragColor = qt_Opacity * mix(pix, vec4(color.xyz * gray, pix.w), intensity); \n" +
"}"
vertexShader:
"attribute highp vec4 qt_Vertex; \n" +
"attribute highp vec2 qt_MultiTexCoord0; \n" +
"uniform highp mat4 qt_Matrix; \n" +
"varying highp vec2 qt_TexCoord; \n" +
"void main() { \n" +
" qt_TexCoord = qt_MultiTexCoord0; \n" +
" gl_Position = qt_Matrix * qt_Vertex; \n" +
"}"
property variant source;
property color color;
property real intensity;
active: intensity > 0
property variant source
}
|