diff options
Diffstat (limited to 'examples/multimedia/video/qmlvideofx/shaders/isolate.fsh')
-rw-r--r-- | examples/multimedia/video/qmlvideofx/shaders/isolate.fsh | 97 |
1 files changed, 0 insertions, 97 deletions
diff --git a/examples/multimedia/video/qmlvideofx/shaders/isolate.fsh b/examples/multimedia/video/qmlvideofx/shaders/isolate.fsh deleted file mode 100644 index c6da45b4a..000000000 --- a/examples/multimedia/video/qmlvideofx/shaders/isolate.fsh +++ /dev/null @@ -1,97 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the Qt Mobility Components. -** -** $QT_BEGIN_LICENSE:BSD$ -** 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 The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** BSD License Usage -** Alternatively, 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 The Qt Company Ltd 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." -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html - -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); -} |