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-rw-r--r--src/effects/shaders/huesaturation.frag77
1 files changed, 0 insertions, 77 deletions
diff --git a/src/effects/shaders/huesaturation.frag b/src/effects/shaders/huesaturation.frag
deleted file mode 100644
index c6073be..0000000
--- a/src/effects/shaders/huesaturation.frag
+++ /dev/null
@@ -1,77 +0,0 @@
-varying highp vec2 qt_TexCoord0;
-uniform highp float qt_Opacity;
-uniform highp sampler2D source;
-uniform highp vec3 hsl;
-
-highp vec3 RGBtoHSL(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 h = 0.0;
- highp float s = 0.0;
- highp float l = (cmin + cmax) / 2.0;
- highp float diff = cmax - cmin;
-
- if (diff > 1.0 / 256.0) {
- if (l < 0.5)
- s = diff / (cmin + cmax);
- else
- s = diff / (2.0 - (cmin + cmax));
-
- if (color.r == cmax)
- h = (color.g - color.b) / diff;
- else if (color.g == cmax)
- h = 2.0 + (color.b - color.r) / diff;
- else
- h = 4.0 + (color.r - color.g) / diff;
-
- h /= 6.0;
- }
- return vec3(h, s, 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);
-
- 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);
- sample.rgb = mix(vec3(dot(sample.rgb, vec3(0.2125, 0.7154, 0.0721))), sample.rgb, 1.0 + hsl.y);
- sample.xyz = RGBtoHSL(sample.rgb);
- sample.rgb = HSLtoRGB(vec3(sample.x + hsl.x, sample.y, sample.z));
- highp float c = step(0.0, hsl.z);
- sample.rgb = mix(sample.rgb, vec3(c), abs(hsl.z));
- gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
-}