/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // 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); }