// 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; }