#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { // qt_Matrix and qt_Opacity must always be both present // if the built-in vertex shader is used. mat4 qt_Matrix; float qt_Opacity; float hue; float saturation; float lightness; }; layout(binding = 1) uniform sampler2D source; 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 samp = texture(source, qt_TexCoord0); samp = vec4(samp.rgb / max(1.0/256.0, samp.a), samp.a); float light = RGBtoL(samp.rgb); float c = step(0.0, lightness); samp.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness)))); fragColor = vec4(samp.rgb * samp.a, samp.a) * qt_Opacity; }