1/**************************************************************************** 2** 3** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). 4** Contact: http://www.qt.io/licensing/ 5** 6** This file is part of the Qt Mobility Components. 7** 8** $QT_BEGIN_LICENSE:LGPL21$ 9** Commercial License Usage 10** Licensees holding valid commercial Qt licenses may use this file in 11** accordance with the commercial license agreement provided with the 12** Software or, alternatively, in accordance with the terms contained in 13** a written agreement between you and The Qt Company. For licensing terms 14** and conditions see http://www.qt.io/terms-conditions. For further 15** information use the contact form at http://www.qt.io/contact-us. 16** 17** GNU Lesser General Public License Usage 18** Alternatively, this file may be used under the terms of the GNU Lesser 19** General Public License version 2.1 or version 3 as published by the Free 20** Software Foundation and appearing in the file LICENSE.LGPLv21 and 21** LICENSE.LGPLv3 included in the packaging of this file. Please review the 22** following information to ensure the GNU Lesser General Public License 23** requirements will be met: https://www.gnu.org/licenses/lgpl.html and 24** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. 25** 26** As a special exception, The Qt Company gives you certain additional 27** rights. These rights are described in The Qt Company LGPL Exception 28** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. 29** 30** $QT_END_LICENSE$ 31** 32****************************************************************************/ 33 34// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html 35 36uniform float targetHue; 37uniform float windowWidth; 38uniform float dividerValue; 39 40uniform sampler2D source; 41uniform lowp float qt_Opacity; 42varying vec2 qt_TexCoord0; 43 44void rgb2hsl(vec3 rgb, out float h, out float s, float l) 45{ 46 float maxval = max(rgb.r, max(rgb.g, rgb.b)); 47 float minval = min(rgb.r, min(rgb.g, rgb.b)); 48 float delta = maxval - minval; 49 l = (minval + maxval) / 2.0; 50 s = 0.0; 51 if (l > 0.0 && l < 1.0) 52 s = delta / (l < 0.5 ? 2.0 * l : 2.0 - 2.0 * l); 53 h = 0.0; 54 if (delta > 0.0) 55 { 56 if (rgb.r == maxval && rgb.g != maxval) 57 h += (rgb.g - rgb.b ) / delta; 58 if (rgb.g == maxval && rgb.b != maxval) 59 h += 2.0 + (rgb.b - rgb.r) / delta; 60 if (rgb.b == maxval && rgb.r != maxval) 61 h += 4.0 + (rgb.r - rgb.g) / delta; 62 h *= 60.0; 63 } 64} 65 66void main() 67{ 68 vec2 uv = qt_TexCoord0.xy; 69 vec3 col = texture2D(source, uv).rgb; 70 float h, s, l; 71 rgb2hsl(col, h, s, l); 72 float h2 = (h > targetHue) ? h - 360.0 : h + 360.0; 73 float y = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; 74 vec3 result; 75 if (uv.x > dividerValue || (abs(h - targetHue) < windowWidth) || (abs(h2 - targetHue) < windowWidth)) 76 result = col; 77 else 78 result = vec3(y, y, y); 79 gl_FragColor = qt_Opacity * vec4(result, 1.0); 80} 81