1 /****************************************************************************
3 ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
4 ** Contact: http://www.qt-project.org/
6 ** This file is part of the examples of the Qt Toolkit.
8 ** $QT_BEGIN_LICENSE:BSD$
9 ** You may use this file under the terms of the BSD license as follows:
11 ** "Redistribution and use in source and binary forms, with or without
12 ** modification, are permitted provided that the following conditions are
14 ** * Redistributions of source code must retain the above copyright
15 ** notice, this list of conditions and the following disclaimer.
16 ** * Redistributions in binary form must reproduce the above copyright
17 ** notice, this list of conditions and the following disclaimer in
18 ** the documentation and/or other materials provided with the
20 ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
21 ** the names of its contributors may be used to endorse or promote
22 ** products derived from this software without specific prior written
25 ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
26 ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
27 ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
28 ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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35 ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
39 ****************************************************************************/
44 property variant source: null;
45 property color color: "#ffffff"
50 source.setPaintEnabled(false);
54 property string vShader: "
55 uniform highp mat4 qt_Matrix;
56 attribute highp vec4 qt_Vertex;
57 attribute highp vec2 qt_MultiTexCoord0;
58 varying highp vec2 qt_TexCoord0;
60 qt_TexCoord0 = qt_MultiTexCoord0;
61 gl_Position = qt_Matrix * qt_Vertex;
64 property string vShaderInvertedY: "
65 uniform highp mat4 qt_Matrix;
66 attribute highp vec4 qt_Vertex;
67 attribute highp vec2 qt_MultiTexCoord0;
68 varying highp vec2 qt_TexCoord0;
70 qt_TexCoord0 = vec2(0, 1) + qt_MultiTexCoord0 * vec2(1, -1);
71 gl_Position = qt_Matrix * qt_Vertex;
75 vertexShader: source && source.isYInverted ? vShaderInvertedY : vShader
78 uniform sampler2D source;
79 uniform float qt_Opacity;
82 varying highp vec2 qt_TexCoord0;
84 vec4 sourceColor = texture2D(source, qt_TexCoord0);
85 vec3 delta = sourceColor.rgb - vec3(0.5);
86 vec3 lowerContrast = vec3(0.5) + 0.4 * delta;
87 gl_FragColor = qt_Opacity * mix(sourceColor, color * sourceColor.a * dot(lowerContrast, vec3(11, 16, 5) * (1. / 32.)), blend);