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import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
"varying highp vec2 qt_TexCoord; \n" +
"uniform sampler2D qt_Texture; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"void main() { \n" +
" lowp vec4 pix = texture2D(qt_Texture, qt_TexCoord); \n" +
" lowp float gray = dot(pix.rgb, vec3(0.5, 0.5, 0.5)); \n" +
" gl_FragColor = mix(pix, color * (gray * pix.w), intensity); \n" +
"}"
vertexShader:
"attribute highp vec4 qt_VertexPosition; \n" +
"attribute highp vec2 qt_VertexTexCoord; \n" +
"uniform highp mat4 qt_Matrix; \n" +
"varying highp vec2 qt_TexCoord; \n" +
"void main() { \n" +
" qt_TexCoord = qt_VertexTexCoord; \n" +
" gl_Position = qt_Matrix * qt_VertexPosition; \n" +
"}"
property color color;
property real intensity;
active: intensity > 0
anchors.fill: source
}
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