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/****************************************************************************
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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** This file is part of the Qt Mobility Components.
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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****************************************************************************/
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// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
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uniform float targetHue;
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uniform float windowWidth;
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uniform float dividerValue;
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uniform sampler2D source;
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uniform lowp float qt_Opacity;
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varying vec2 qt_TexCoord0;
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void rgb2hsl(vec3 rgb, out float h, out float s, float l)
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float maxval = max(rgb.r, max(rgb.g, rgb.b));
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float minval = min(rgb.r, min(rgb.g, rgb.b));
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float delta = maxval - minval;
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l = (minval + maxval) / 2.0;
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if (l > 0.0 && l < 1.0)
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s = delta / (l < 0.5 ? 2.0 * l : 2.0 - 2.0 * l);
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if (rgb.r == maxval && rgb.g != maxval)
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h += (rgb.g - rgb.b ) / delta;
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if (rgb.g == maxval && rgb.b != maxval)
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h += 2.0 + (rgb.b - rgb.r) / delta;
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if (rgb.b == maxval && rgb.r != maxval)
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h += 4.0 + (rgb.r - rgb.g) / delta;
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vec2 uv = qt_TexCoord0.xy;
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vec3 col = texture2D(source, uv).rgb;
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rgb2hsl(col, h, s, l);
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float h2 = (h > targetHue) ? h - 360.0 : h + 360.0;
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float y = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
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if (uv.x > dividerValue || (abs(h - targetHue) < windowWidth) || (abs(h2 - targetHue) < windowWidth))
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result = vec3(y, y, y);
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gl_FragColor = qt_Opacity * vec4(result, 1.0);