Added chaperone profiles Added separate supersampling sliders for applications/compositor Added asynchronous reprojection on/off switch Merged in Microphone Control Overlay Added Push-to-Talk profiles Updated to OpenVR 1.0.3 Requires at least SteamVR beta 1477423729.
295 lines
9.4 KiB
QML
295 lines
9.4 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Graphical Effects module.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.0
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import QtGraphicalEffects.private 1.0
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/*!
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\qmltype Colorize
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\inqmlmodule QtGraphicalEffects
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\since QtGraphicalEffects 1.0
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\inherits QtQuick2::Item
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\ingroup qtgraphicaleffects-color
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\brief Sets the color in the HSL color space.
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The effect is similar to what happens when a colorized glass is put on top
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of a grayscale image. Colorize uses the hue, saturation, and lightness (HSL)
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color space. You can specify a desired value for each property. You can
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shift all HSL values with the
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\l{QtGraphicalEffects::HueSaturation}{HueSaturation} effect.
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Alternatively, you can use the
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\l{QtGraphicalEffects::ColorOverlay}{ColorOverlay} effect to colorize the
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source item in the RGBA color space.
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\table
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\header
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\li Source
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\li Effect applied
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\row
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\li \image Original_bug.png
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\li \image Colorize_bug.png
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\endtable
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\section1 Example
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The following example shows how to apply the effect.
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\snippet Colorize-example.qml example
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*/
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Item {
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id: rootItem
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/*!
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This property defines the source item that provides the source pixels
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for the effect.
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\note It is not supported to let the effect include itself, for
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instance by setting source to the effect's parent.
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*/
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property variant source
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/*!
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This property defines the hue value which is used to colorize the
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source.
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The value ranges from 0.0 to 1.0. By default, the property is set to \c
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0.0, which produces a slightly red color.
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\table
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\header
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\li Allowed hue values
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\row
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\li \image Colorize_hue_scale.png
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\endtable
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\table
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\header
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\li Output examples with different hue values
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\li
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\li
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\row
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\li \image Colorize_hue1.png
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\li \image Colorize_hue2.png
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\li \image Colorize_hue3.png
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\row
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\li \b { hue: 0.2 }
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\li \b { hue: 0.5 }
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\li \b { hue: 0.8 }
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\row
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\li \l saturation: 1
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\li \l saturation: 1
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\li \l saturation: 1
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\row
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\li \l lightness: 0
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\li \l lightness: 0
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\li \l lightness: 0
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\endtable
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*/
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property real hue: 0.0
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/*!
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This property defines the saturation value which is used to colorize the
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source.
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The value ranges from 0.0 (desaturated) to 1.0 (saturated). By default,
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the property is set to \c 1.0 (saturated).
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\table
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\header
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\li Output examples with different saturation values
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\li
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\li
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\row
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\li \image Colorize_saturation1.png
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\li \image Colorize_saturation2.png
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\li \image Colorize_saturation3.png
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\row
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\li \b { saturation: 0 }
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\li \b { saturation: 0.5 }
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\li \b { saturation: 1 }
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\row
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\li \l hue: 0
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\li \l hue: 0
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\li \l hue: 0
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\row
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\li \l lightness: 0
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\li \l lightness: 0
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\li \l lightness: 0
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\endtable
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*/
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property real saturation: 1.0
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/*!
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This property defines how much the source lightness value is increased
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or decreased.
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Unlike hue and saturation properties, lightness does not set the used
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value, but it shifts the existing source pixel lightness value.
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The value ranges from -1.0 (decreased) to 1.0 (increased). By default,
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the property is set to \c 0.0 (no change).
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\table
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\header
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\li Output examples with different lightness values
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\li
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\li
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\row
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\li \image Colorize_lightness1.png
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\li \image Colorize_lightness2.png
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\li \image Colorize_lightness3.png
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\row
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\li \b { lightness: -0.75 }
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\li \b { lightness: 0 }
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\li \b { lightness: 0.75 }
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\row
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\li \l hue: 0
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\li \l hue: 0
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\li \l hue: 0
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\row
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\li \l saturation: 1
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\li \l saturation: 1
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\li \l saturation: 1
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\endtable
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*/
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property real lightness: 0.0
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/*!
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This property allows the effect output pixels to be cached in order to
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improve the rendering performance.
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Every time the source or effect properties are changed, the pixels in
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the cache must be updated. Memory consumption is increased, because an
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extra buffer of memory is required for storing the effect output.
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It is recommended to disable the cache when the source or the effect
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properties are animated.
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By default, the property is set to \c false.
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*/
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property bool cached: false
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: parent
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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property variant source: sourceProxy.output
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property real hue: rootItem.hue
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property real saturation: rootItem.saturation
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property real lightness: rootItem.lightness
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anchors.fill: parent
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fragmentShader: "
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varying mediump vec2 qt_TexCoord0;
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uniform highp float qt_Opacity;
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uniform lowp sampler2D source;
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uniform highp float hue;
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uniform highp float saturation;
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uniform highp float lightness;
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highp float RGBtoL(highp vec3 color) {
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highp float cmin = min(color.r, min(color.g, color.b));
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highp float cmax = max(color.r, max(color.g, color.b));
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highp float l = (cmin + cmax) / 2.0;
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return l;
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}
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highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
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h = fract(h);
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if (h < 1.0 / 6.0)
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return v1 + (v2 - v1) * 6.0 * h;
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else if (h < 1.0 / 2.0)
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return v2;
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else if (h < 2.0 / 3.0)
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return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
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return v1;
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}
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highp vec3 HSLtoRGB(highp vec3 color) {
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highp float h = color.x;
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highp float l = color.z;
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highp float s = color.y;
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if (s < 1.0 / 256.0)
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return vec3(l, l, l);
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highp float v1;
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highp float v2;
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if (l < 0.5)
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v2 = l * (1.0 + s);
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else
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v2 = (l + s) - (s * l);
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v1 = 2.0 * l - v2;
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highp float d = 1.0 / 3.0;
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highp float r = hueToIntensity(v1, v2, h + d);
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highp float g = hueToIntensity(v1, v2, h);
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highp float b = hueToIntensity(v1, v2, h - d);
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return vec3(r, g, b);
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}
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void main() {
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lowp vec4 sample = texture2D(source, qt_TexCoord0);
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sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
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highp float light = RGBtoL(sample.rgb);
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highp float c = step(0.0, lightness);
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sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
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gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
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}
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"
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}
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}
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