#version 150 core in vec2 qt_TexCoord0; uniform float qt_Opacity; uniform sampler2D source; uniform float hue; uniform float saturation; uniform float lightness; out vec4 fragColor; float RGBtoL(vec3 color) { float cmin = min(color.r, min(color.g, color.b)); float cmax = max(color.r, max(color.g, color.b)); float l = (cmin + cmax) / 2.0; return l; } float hueToIntensity(float v1, float v2, 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; } vec3 HSLtoRGB(vec3 color) { float h = color.x; float l = color.z; float s = color.y; if (s < 1.0 / 256.0) return vec3(l, l, l); float v1; float v2; if (l < 0.5) v2 = l * (1.0 + s); else v2 = (l + s) - (s * l); v1 = 2.0 * l - v2; float d = 1.0 / 3.0; float r = hueToIntensity(v1, v2, h + d); float g = hueToIntensity(v1, v2, h); float b = hueToIntensity(v1, v2, h - d); return vec3(r, g, b); } void main() { vec4 sample = texture(source, qt_TexCoord0); sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a); float light = RGBtoL(sample.rgb); float c = step(0.0, lightness); sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness)))); fragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity; }