diff options
Diffstat (limited to 'src/effects/shaders_ng/huesaturation.frag')
-rw-r--r-- | src/effects/shaders_ng/huesaturation.frag | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/huesaturation.frag b/src/effects/shaders_ng/huesaturation.frag new file mode 100644 index 0000000..0b1e10e --- /dev/null +++ b/src/effects/shaders_ng/huesaturation.frag @@ -0,0 +1,91 @@ +#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; + vec3 hsl; +}; + +layout(binding = 1) uniform sampler2D source; + +vec3 RGBtoHSL(vec3 color) +{ + float cmin = min(color.r, min(color.g, color.b)); + float cmax = max(color.r, max(color.g, color.b)); + float h = 0.0; + float s = 0.0; + float l = (cmin + cmax) / 2.0; + 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); +} + +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); + + 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); + samp.rgb = mix(vec3(dot(samp.rgb, vec3(0.2125, 0.7154, 0.0721))), samp.rgb, 1.0 + hsl.y); + samp.xyz = RGBtoHSL(samp.rgb); + samp.rgb = HSLtoRGB(vec3(samp.x + hsl.x, samp.y, samp.z)); + float c = step(0.0, hsl.z); + samp.rgb = mix(samp.rgb, vec3(c), abs(hsl.z)); + fragColor = vec4(samp.rgb * samp.a, samp.a) * qt_Opacity; +} |