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-rw-r--r--src/effects/shaders_ng/huesaturation.frag91
1 files changed, 0 insertions, 91 deletions
diff --git a/src/effects/shaders_ng/huesaturation.frag b/src/effects/shaders_ng/huesaturation.frag
deleted file mode 100644
index 0b1e10e..0000000
--- a/src/effects/shaders_ng/huesaturation.frag
+++ /dev/null
@@ -1,91 +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;
- 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;
-}