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+//
+// libavg - Media Playback Engine.
+// Copyright (C) 2003-2011 Ulrich von Zadow
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// Current versions can be found at www.libavg.de
+//
+
+void unPreMultiplyAlpha(inout vec4 color)
+{
+ if (color.a > 0.0) {
+ color.rgb /= color.a;
+ }
+}
+
+void preMultiplyAlpha(inout vec4 color)
+{
+ color.rgb *= color.a;
+}
+
+void rgb2hsl(vec4 rgba, out float h, out float s, out float l)
+{
+ float maxComp = max(rgba.r, max(rgba.g, rgba.b));
+ float minComp = min(rgba.r, min(rgba.g, rgba.b));
+ l = (maxComp+minComp)/2.0;
+ if (maxComp == minComp) {
+ s = 0.0;
+ h = 0.0;
+ } else {
+ float delta = maxComp-minComp;
+ if (l < 0.5) {
+ s = delta/(maxComp+minComp);
+ } else {
+ s = delta/(2.0-(maxComp+minComp));
+ }
+ if (rgba.r == maxComp) {
+ h = (rgba.g-rgba.b)/delta;
+ if (h < 0.0) {
+ h += 6.0;
+ }
+ } else if (rgba.g == maxComp) {
+ h = 2.0+(rgba.b-rgba.r)/delta;
+ } else {
+ h = 4.0+(rgba.r-rgba.g)/delta;
+ }
+ h *= 60.0;
+ }
+}
+
+vec3 hsl2rgb(float h, float s, float l)
+{
+ vec3 rgb = vec3(0.0, 0.0, 0.0);
+ float v;
+ if (l <= 0.5) {
+ v = l*(1.0+s);
+ } else {
+ v = l+s-l*s;
+ }
+ if (v > 0.0) {
+ float m = 2.0*l-v;
+ float sv = (v-m)/v;
+ h /= 60.0;
+ int sextant = int(h);
+ float fract = h-float(sextant);
+ float vsf = v * sv * fract;
+ float mid1 = m + vsf;
+ float mid2 = v - vsf;
+ if (sextant == 0) {
+ rgb.r = v;
+ rgb.g = mid1;
+ rgb.b = m;
+ } else if (sextant == 1) {
+ rgb.r = mid2;
+ rgb.g = v;
+ rgb.b = m;
+ } else if (sextant == 2) {
+ rgb.r = m;
+ rgb.g = v;
+ rgb.b = mid1;
+ } else if (sextant == 3) {
+ rgb.r = m;
+ rgb.g = mid2;
+ rgb.b = v;
+ } else if (sextant == 4) {
+ rgb.r = mid1;
+ rgb.g = m;
+ rgb.b = v;
+ } else if (sextant == 5) {
+ rgb.r = v;
+ rgb.g = m;
+ rgb.b = mid2;
+ }
+ }
+ return rgb;
+}
+