summaryrefslogtreecommitdiff
path: root/src/effects/shaders_ng/huesaturation.frag
diff options
context:
space:
mode:
Diffstat (limited to 'src/effects/shaders_ng/huesaturation.frag')
-rw-r--r--src/effects/shaders_ng/huesaturation.frag91
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;
+}