/usr/lib/x86_64-linux-gnu/qt5/qml/QtGraphicalEffects/BrightnessContrast.qml is in qml-module-qtgraphicaleffects 5.7.1~20161021-3.
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**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
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** This file is part of the Qt Graphical Effects module.
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import QtQuick 2.0
import QtGraphicalEffects.private 1.0
/*!
\qmltype BrightnessContrast
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Adjusts brightness and contrast.
This effect adjusts the source item colors.
Brightness adjustment changes the perceived luminance of the source item.
Contrast adjustment increases or decreases the color
and brightness variations.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image BrightnessContrast_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet BrightnessContrast-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels
for the effect.
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
This property defines how much the source brightness is increased or
decreased.
The value ranges from -1.0 to 1.0. By default, the property is set to \c
0.0 (no change).
\table
\header
\li Output examples with different brightness values
\li
\li
\row
\li \image BrightnessContrast_brightness1.png
\li \image BrightnessContrast_brightness2.png
\li \image BrightnessContrast_brightness3.png
\row
\li \b { brightness: -0.25 }
\li \b { brightness: 0 }
\li \b { brightness: 0.5 }
\row
\li \l contrast: 0
\li \l contrast: 0
\li \l contrast: 0
\endtable
*/
property real brightness: 0.0
/*!
This property defines how much the source contrast is increased or
decreased. The decrease of the contrast is linear, but the increase is
applied with a non-linear curve to allow very high contrast adjustment at
the high end of the value range.
\table
\header
\li Contrast adjustment curve
\row
\li \image BrightnessContrast_contrast_graph.png
\endtable
The value ranges from -1.0 to 1.0. By default, the property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different contrast values
\li
\li
\row
\li \image BrightnessContrast_contrast1.png
\li \image BrightnessContrast_contrast2.png
\li \image BrightnessContrast_contrast3.png
\row
\li \b { contrast: -0.5 }
\li \b { contrast: 0 }
\li \b { contrast: 0.5 }
\row
\li \l brightness: 0
\li \l brightness: 0
\li \l brightness: 0
\endtable
*/
property real contrast: 0.0
/*!
This property allows the effect output pixels to be cached in order to
improve the rendering performance.
Every time the source or effect properties are changed, the pixels in
the cache must be updated. Memory consumption is increased, because an
extra buffer of memory is required for storing the effect output.
It is recommended to disable the cache when the source or the effect
properties are animated.
By default, the property is set to \c false.
*/
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property real brightness: rootItem.brightness
property real contrast: rootItem.contrast
anchors.fill: parent
blending: !rootItem.cached
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float brightness;
uniform highp float contrast;
void main() {
highp vec4 pixelColor = texture2D(source, qt_TexCoord0);
pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
highp float c = 1.0 + contrast;
highp float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
gl_FragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
}
"
}
}
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