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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 Add-On 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 variant gamma: Qt.vector3d(1.0, 1.0, 1.0)
property color minimumInput: Qt.rgba(0.0, 0.0, 0.0, 0.0)
property color maximumInput: Qt.rgba(1.0, 1.0, 1.0, 1.0)
property color minimumOutput: Qt.rgba(0.0, 0.0, 0.0, 0.0)
property color maximumOutput: Qt.rgba(1.0, 1.0, 1.0, 1.0)
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 variant minimumInputRGB: Qt.vector3d(rootItem.minimumInput.r, rootItem.minimumInput.g, rootItem.minimumInput.b)
property variant maximumInputRGB: Qt.vector3d(rootItem.maximumInput.r, rootItem.maximumInput.g, rootItem.maximumInput.b)
property real minimumInputAlpha: rootItem.minimumInput.a
property real maximumInputAlpha: rootItem.maximumInput.a
property variant minimumOutputRGB: Qt.vector3d(rootItem.minimumOutput.r, rootItem.minimumOutput.g, rootItem.minimumOutput.b)
property variant maximumOutputRGB: Qt.vector3d(rootItem.maximumOutput.r, rootItem.maximumOutput.g, rootItem.maximumOutput.b)
property real minimumOutputAlpha: rootItem.minimumOutput.a
property real maximumOutputAlpha: rootItem.maximumOutput.a
property variant gamma: Qt.vector3d(1.0 / Math.max(rootItem.gamma.x, 0.0001), 1.0 / Math.max(rootItem.gamma.y, 0.0001), 1.0 / Math.max(rootItem.gamma.z, 0.0001))
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp vec3 minimumInputRGB;
uniform highp vec3 maximumInputRGB;
uniform highp float minimumInputAlpha;
uniform highp float maximumInputAlpha;
uniform highp vec3 minimumOutputRGB;
uniform highp vec3 maximumOutputRGB;
uniform highp float minimumOutputAlpha;
uniform highp float maximumOutputAlpha;
uniform highp vec3 gamma;
highp float linearstep(highp float e0, highp float e1, highp float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main(void) {
highp vec4 textureColor = texture2D(source, qt_TexCoord0.st);
highp vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
color.rgb = pow(color.rgb, gamma);
color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
gl_FragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
}
"
}
}
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