| #version 150 core |
| in vec2 qt_TexCoord0; |
| uniform float qt_Opacity; |
| uniform sampler2D source; |
| uniform float hue; |
| uniform float saturation; |
| uniform float lightness; |
| out vec4 fragColor; |
| |
| 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 sample = texture(source, qt_TexCoord0); |
| sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a); |
| float light = RGBtoL(sample.rgb); |
| float c = step(0.0, lightness); |
| sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness)))); |
| fragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity; |
| } |