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-rw-r--r--src/effects/shaders/colorize.frag58
1 files changed, 0 insertions, 58 deletions
diff --git a/src/effects/shaders/colorize.frag b/src/effects/shaders/colorize.frag
deleted file mode 100644
index 88c3abc..0000000
--- a/src/effects/shaders/colorize.frag
+++ /dev/null
@@ -1,58 +0,0 @@
-varying mediump vec2 qt_TexCoord0;
-uniform highp float qt_Opacity;
-uniform lowp sampler2D source;
-uniform highp float hue;
-uniform highp float saturation;
-uniform highp float lightness;
-
-highp float RGBtoL(highp vec3 color) {
- highp float cmin = min(color.r, min(color.g, color.b));
- highp float cmax = max(color.r, max(color.g, color.b));
- highp float l = (cmin + cmax) / 2.0;
- return l;
-}
-
-highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
- h = fract(h);
- if (h < 1.0 / 6.0)
- return v1 + (v2 - v1) * 6.0 * h;
- else if (h < 1.0 / 2.0)
- return v2;
- else if (h < 2.0 / 3.0)
- return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
-
- return v1;
-}
-
-highp vec3 HSLtoRGB(highp vec3 color) {
- highp float h = color.x;
- highp float l = color.z;
- highp float s = color.y;
-
- if (s < 1.0 / 256.0)
- return vec3(l, l, l);
-
- highp float v1;
- highp float v2;
- if (l < 0.5)
- v2 = l * (1.0 + s);
- else
- v2 = (l + s) - (s * l);
-
- v1 = 2.0 * l - v2;
-
- highp float d = 1.0 / 3.0;
- highp float r = hueToIntensity(v1, v2, h + d);
- highp float g = hueToIntensity(v1, v2, h);
- highp float b = hueToIntensity(v1, v2, h - d);
- return vec3(r, g, b);
-}
-
-void main() {
- lowp vec4 sample = texture2D(source, qt_TexCoord0);
- sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
- highp float light = RGBtoL(sample.rgb);
- highp float c = step(0.0, lightness);
- sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
- gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
-}