/**************************************************************************** ** ** 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); }" }