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-rw-r--r--src/quickdialogs/quickdialogsquickimpl/shaders/SaturationLightness.frag57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/quickdialogs/quickdialogsquickimpl/shaders/SaturationLightness.frag b/src/quickdialogs/quickdialogsquickimpl/shaders/SaturationLightness.frag
new file mode 100644
index 0000000000..ad2b23faa1
--- /dev/null
+++ b/src/quickdialogs/quickdialogsquickimpl/shaders/SaturationLightness.frag
@@ -0,0 +1,57 @@
+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
+
+// Copyright (C) 2022 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
+
+#version 450
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float hue;
+};
+
+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 c = vec4(1.0);
+ c.rgb = HSLtoRGB(vec3(hue, 1.0 - qt_TexCoord0.t, qt_TexCoord0.s));
+ fragColor = c * qt_Opacity;
+}