/* * Copyright (C) 2015 Canonical, Ltd. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 3. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ import QtQuick 2.4 import QtGraphicalEffects 1.0 Item { id: root property alias source: shaderEffectSource.sourceItem property alias saturation: desaturateEffect.saturationValue property alias blurRadius: fastBlur.radius readonly property alias ready: shaderEffectSource.ready ShaderEffect { id: desaturateEffect anchors.fill: root property real saturationValue: 1 property variant source: ShaderEffectSource { id: shaderEffectSource hideSource: root.visible live: !root.visible property bool ready: false; onLiveChanged: { if (!live) { ready = false; scheduleUpdate(); } } onScheduledUpdateCompleted: ready = true; } fragmentShader: " varying highp vec2 qt_TexCoord0; uniform sampler2D source; uniform lowp float saturationValue; void main(void) { highp vec4 sourceColor = texture2D(source, qt_TexCoord0); highp vec4 scaledColor = sourceColor * vec4(0.3, 0.59, 0.11, 1.0); lowp float luminance = scaledColor.r + scaledColor.g + scaledColor.b ; gl_FragColor = mix(vec4(luminance, luminance, luminance, sourceColor.a), sourceColor, saturationValue); }" } FastBlur { id: fastBlur anchors.fill: parent source: desaturateEffect visible: radius > 0 radius: 0 } }