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Diffstat (limited to 'src/graphics/shaders/huesat.frag')
-rw-r--r-- | src/graphics/shaders/huesat.frag | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/src/graphics/shaders/huesat.frag b/src/graphics/shaders/huesat.frag new file mode 100644 index 0000000..381b5b2 --- /dev/null +++ b/src/graphics/shaders/huesat.frag @@ -0,0 +1,72 @@ +// +// 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 +// + +const vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); +const vec3 white = vec3(1.0, 1.0, 1.0); +const vec3 black = vec3(0.0, 0.0, 0.0); + +uniform sampler2D u_Texture; +uniform float u_Hue; +uniform float u_Sat; +uniform float u_LightnessOffset; +uniform bool u_bColorize; + +#ifndef FRAGMENT_ONLY +varying vec2 v_TexCoord; +varying vec4 v_Color; +#endif + +#include "helper.frag" + +void main(void) +{ + float tmp; + float s; + float l; + float h; + vec4 tex = texture2D(u_Texture, v_TexCoord); + unPreMultiplyAlpha(tex); + rgb2hsl(tex, tmp, s, l); + if (u_bColorize) { + h = u_Hue; + s = u_Sat; + } else { + h = u_Hue+tmp; + } + vec4 rgbTex = vec4(hsl2rgb(mod(h, 360.0), s, l), tex.a); + + // Saturate in rgb - space to imitate photoshop filter + if (!u_bColorize) { + s = clamp(u_Sat+s, 0.0, 2.0); + vec3 intensity = vec3(dot(rgbTex.rgb, lumCoeff)); + rgbTex.rgb = mix(intensity, rgbTex.rgb, s); + } + + // Brightness with black/white pixels to imitate photoshop lightness-offset + if (u_LightnessOffset >= 0.0) { + rgbTex = vec4(mix(rgbTex.rgb, white, u_LightnessOffset), tex.a); + } else if (u_LightnessOffset < 0.0) { + rgbTex = vec4(mix(rgbTex.rgb, black, -u_LightnessOffset), tex.a); + } + + preMultiplyAlpha(rgbTex); + gl_FragColor = rgbTex; +} |