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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** 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, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** 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
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+Effect {
+ parameters: ListModel {
+ ListElement {
+ name: "hue"
+ value: 0.5
+ }
+ ListElement {
+ name: "width"
+ value: 0.5
+ }
+ }
+
+ // Transform slider values, and bind result to shader uniforms
+ property real targetHue: parameters.get(0).value * 360
+ property real windowWidth: parameters.get(1).value * 60
+
+ fragmentShaderSrc: "uniform float targetHue;
+ uniform float windowWidth;
+ uniform float dividerValue;
+
+ uniform sampler2D source;
+ uniform lowp float qt_Opacity;
+ varying vec2 qt_TexCoord0;
+
+ void rgb2hsl(vec3 rgb, out float h, out float s, float l)
+ {
+ float maxval = max(rgb.r, max(rgb.g, rgb.b));
+ float minval = min(rgb.r, min(rgb.g, rgb.b));
+ float delta = maxval - minval;
+ l = (minval + maxval) / 2.0;
+ s = 0.0;
+ if (l > 0.0 && l < 1.0)
+ s = delta / (l < 0.5 ? 2.0 * l : 2.0 - 2.0 * l);
+ h = 0.0;
+ if (delta > 0.0)
+ {
+ if (rgb.r == maxval && rgb.g != maxval)
+ h += (rgb.g - rgb.b ) / delta;
+ if (rgb.g == maxval && rgb.b != maxval)
+ h += 2.0 + (rgb.b - rgb.r) / delta;
+ if (rgb.b == maxval && rgb.r != maxval)
+ h += 4.0 + (rgb.r - rgb.g) / delta;
+ h *= 60.0;
+ }
+ }
+
+ void main()
+ {
+ vec2 uv = qt_TexCoord0.xy;
+ vec3 col = texture2D(source, uv).rgb;
+ float h, s, l;
+ rgb2hsl(col, h, s, l);
+ float h2 = (h > targetHue) ? h - 360.0 : h + 360.0;
+ float y = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
+ vec3 result;
+ if (uv.x > dividerValue || (abs(h - targetHue) < windowWidth) || (abs(h2 - targetHue) < windowWidth))
+ result = col;
+ else
+ result = vec3(y, y, y);
+ gl_FragColor = qt_Opacity * vec4(result, 1.0);
+ }"
+}