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diff --git a/src/graphics/shaders/huesat.frag b/src/graphics/shaders/huesat.frag
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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
+//
+
+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;
+}