/* ** Copyright (c) 2012, Romain Dura romain@shazbits.com ** ** Permission to use, copy, modify, and/or distribute this software for any ** purpose with or without fee is hereby granted, provided that the above ** copyright notice and this permission notice appear in all copies. ** ** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES ** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF ** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY ** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES ** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR ** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* ** Hue, saturation, luminance */ /* ** 2013 adapted for Extended View Toolkit by Marian Weger */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect tex0; uniform vec4 gain; vec3 RGBToHSL(vec3 color) { vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part) float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB float delta = fmax - fmin; //Delta RGB value hsl.z = (fmax + fmin) / 2.0; // Luminance if (delta == 0.0) //This is a gray, no chroma... { hsl.x = 0.0; // Hue hsl.y = 0.0; // Saturation } else //Chromatic data... { if (hsl.z < 0.5) hsl.y = delta / (fmax + fmin); // Saturation else hsl.y = delta / (2.0 - fmax - fmin); // Saturation float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; if (color.r == fmax ) hsl.x = deltaB - deltaG; // Hue else if (color.g == fmax) hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue else if (color.b == fmax) hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue if (hsl.x < 0.0) hsl.x += 1.0; // Hue else if (hsl.x > 1.0) hsl.x -= 1.0; // Hue } return hsl; } float HueToRGB(float f1, float f2, float hue) { if (hue < 0.0) hue += 1.0; else if (hue > 1.0) hue -= 1.0; float res; if ((6.0 * hue) < 1.0) res = f1 + (f2 - f1) * 6.0 * hue; else if ((2.0 * hue) < 1.0) res = f2; else if ((3.0 * hue) < 2.0) res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; else res = f1; return res; } vec3 HSLToRGB(vec3 hsl) { vec3 rgb; if (hsl.y == 0.0) rgb = vec3(hsl.z); // Luminance else { float f2; if (hsl.z < 0.5) f2 = hsl.z * (1.0 + hsl.y); else f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); float f1 = 2.0 * hsl.z - f2; rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); rgb.g = HueToRGB(f1, f2, hsl.x); rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0)); } return rgb; } void main(void) { vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y)); vec4 color_hsl = vec4(RGBToHSL(color_old.rgb), color_old.a); color_hsl.r = clamp(gain.r * color_hsl.r, 0., 1.); color_hsl.g = clamp(gain.g * color_hsl.g, 0., 1.); color_hsl.b = clamp(gain.b * color_hsl.b, 0., 1.); color_hsl.a = clamp(gain.a * color_hsl.a, 0., 1.); vec4 color_new = vec4(HSLToRGB(color_hsl.rgb), color_hsl.a); gl_FragColor = color_new; }