varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; uniform highp float hue; uniform highp float saturation; uniform highp float lightness; highp float RGBtoL(highp vec3 color) { highp float cmin = min(color.r, min(color.g, color.b)); highp float cmax = max(color.r, max(color.g, color.b)); highp float l = (cmin + cmax) / 2.0; return l; } highp float hueToIntensity(highp float v1, highp float v2, highp 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; } highp vec3 HSLtoRGB(highp vec3 color) { highp float h = color.x; highp float l = color.z; highp float s = color.y; if (s < 1.0 / 256.0) return vec3(l, l, l); highp float v1; highp float v2; if (l < 0.5) v2 = l * (1.0 + s); else v2 = (l + s) - (s * l); v1 = 2.0 * l - v2; highp float d = 1.0 / 3.0; highp float r = hueToIntensity(v1, v2, h + d); highp float g = hueToIntensity(v1, v2, h); highp float b = hueToIntensity(v1, v2, h - d); return vec3(r, g, b); } void main() { lowp vec4 sample = texture2D(source, qt_TexCoord0); sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a); highp float light = RGBtoL(sample.rgb); highp float c = step(0.0, lightness); sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness)))); gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity; }