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#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;
}
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