/**************************************************************************** ** ** 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; } " } }