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-rw-r--r--src/effects/shaders_ng/colorize.frag72
1 files changed, 0 insertions, 72 deletions
diff --git a/src/effects/shaders_ng/colorize.frag b/src/effects/shaders_ng/colorize.frag
deleted file mode 100644
index a109a45..0000000
--- a/src/effects/shaders_ng/colorize.frag
+++ /dev/null
@@ -1,72 +0,0 @@
-#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;
-}