diff options
Diffstat (limited to 'src/effects/shaders/huesaturation.frag')
-rw-r--r-- | src/effects/shaders/huesaturation.frag | 77 |
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; -} |