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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the Qt Graphical Effects module.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import "private"
Item {
id: rootItem
property variant source
property real hue: 0.0
property real saturation: 1.0
property real lightness: 0.0
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property real hue: rootItem.hue
property real saturation: rootItem.saturation
property real lightness: rootItem.lightness
anchors.fill: parent
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float hue;
uniform highp float saturation;
uniform highp float lightness;
highp float RGBtoL(highp vec3 color) {
highp float cmin = min(color.r, min(color.g, color.b));
highp float cmax = max(color.r, max(color.g, color.b));
highp float l = (cmin + cmax) / 2.0;
return l;
}
highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
h = fract(h);
if (h < 1.0 / 6.0)
return v1 + (v2 - v1) * 6.0 * h;
else if (h < 1.0 / 2.0)
return v2;
else if (h < 2.0 / 3.0)
return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
return v1;
}
highp vec3 HSLtoRGB(highp vec3 color) {
highp float h = color.x;
highp float l = color.z;
highp float s = color.y;
if (s < 1.0 / 256.0)
return vec3(l, l, l);
highp float v1;
highp float v2;
if (l < 0.5)
v2 = l * (1.0 + s);
else
v2 = (l + s) - (s * l);
v1 = 2.0 * l - v2;
highp float d = 1.0 / 3.0;
highp float r = hueToIntensity(v1, v2, h + d);
highp float g = hueToIntensity(v1, v2, h);
highp float b = hueToIntensity(v1, v2, h - d);
return vec3(r, g, b);
}
void main() {
lowp vec4 sample = texture2D(source, qt_TexCoord0);
sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
highp float light = RGBtoL(sample.rgb);
highp float c = step(0.0, lightness);
sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
"
}
}
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