diff options
author | Alexandru Croitor <[email protected]> | 2021-08-12 11:24:12 +0200 |
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committer | Alexandru Croitor <[email protected]> | 2021-08-12 17:51:01 +0200 |
commit | 425911d07fc8c3bb899226a1355c38a166b5e1de (patch) | |
tree | 1d5e0e5ae3ec66b10920bb9104e7d12c69b4a52f /src/effects/shaders_ng/huesaturation.frag | |
parent | 59ab3e11433a5157aac0f3af7c0d7fe70a373373 (diff) |
Add a README.md mentioning the documentation on where the ported
effects can be found, as well as how to check out the Qt5 branch.
Pick-to: 6.2
Fixes: QTBUG-95757
Change-Id: Ib47c7e73f8622c8e287df0f74c6f16a5113b357e
Reviewed-by: Tor Arne Vestbø <[email protected]>
Reviewed-by: Volker Hilsheimer <[email protected]>
Diffstat (limited to 'src/effects/shaders_ng/huesaturation.frag')
-rw-r--r-- | src/effects/shaders_ng/huesaturation.frag | 91 |
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; -} |