/**************************************************************************** ** ** 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 { fragmentShaderSrc: "uniform float dividerValue; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec4 orig = texture2D(source, uv); vec3 col = orig.rgb; float y = 0.3 *col.r + 0.59 * col.g + 0.11 * col.b; y = y < 0.3 ? 0.0 : (y < 0.6 ? 0.5 : 1.0); if (y == 0.5) col = vec3(0.8, 0.0, 0.0); else if (y == 1.0) col = vec3(0.9, 0.9, 0.0); else col = vec3(0.0, 0.0, 0.0); if (uv.x < dividerValue) gl_FragColor = qt_Opacity * vec4(col, 1.0); else gl_FragColor = qt_Opacity * orig; }" }