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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 Digia Plc 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
+
+ShaderEffect {
+ property variant source: null;
+ property color color: "#ffffff"
+ property real blend;
+
+ onSourceChanged: {
+ if (source != null) {
+ source.setPaintEnabled(false);
+ }
+ }
+
+ property string vShaderInvertedY: "
+ uniform highp mat4 qt_Matrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+ void main() {
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+ }
+ "
+ property string vShader: "
+ uniform highp mat4 qt_Matrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+ void main() {
+ qt_TexCoord0 = vec2(0, 1) + qt_MultiTexCoord0 * vec2(1, -1);
+ gl_Position = qt_Matrix * qt_Vertex;
+ }
+ "
+
+ vertexShader: source && source.isYInverted ? vShaderInvertedY : vShader
+
+ fragmentShader: "
+ uniform lowp sampler2D source;
+ uniform highp float qt_Opacity;
+ uniform highp vec4 color;
+ uniform highp float blend;
+ varying highp vec2 qt_TexCoord0;
+ void main() {
+ highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
+ highp vec3 delta = sourceColor.rgb - vec3(0.5);
+ highp vec3 lowerContrast = vec3(0.5) + 0.4 * delta;
+ gl_FragColor = qt_Opacity * mix(sourceColor, color * sourceColor.a * dot(lowerContrast, vec3(11, 16, 5) * (1. / 32.)), blend);
+ }
+ "
+}