diff options
Diffstat (limited to 'shaders/gst-gl-sin.frag')
-rw-r--r-- | shaders/gst-gl-sin.frag | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/shaders/gst-gl-sin.frag b/shaders/gst-gl-sin.frag new file mode 100644 index 0000000..4141e82 --- /dev/null +++ b/shaders/gst-gl-sin.frag @@ -0,0 +1,75 @@ +// [config] +// expect_result: pass +// glsl_version: 1.10 +// +// # NOTE: Config section was auto-generated from file +// # NOTE: 'glslparser.tests' at git revision +// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 +// [end config] + +/* + * GStreamer + * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library 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 + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library 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. + */ + +#extension GL_ARB_texture_rectangle : enable +uniform sampler2DRect tex; +vec3 rgb2hsl (vec3 v) +{ +/* TODO: check this algorythm */ + float MIN, MAX; + float r, g, b; + float h, l, s; + float delta; + h = 0.0; l = 0.0; s = 0.0; + r = v.r; g = v.g; b = v.b; + MIN = min (r, min (g, b)); + MAX = max (r, max (g, b)); + delta = MAX - MIN; + l = (MAX + MIN) / 2.0; + if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; } + else { + if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN); + else s = (MAX - MIN) / (2.0 - MAX - MIN); + if (r == MAX) h = (g - b) / delta; + else if (g == MAX) h = 2.0 + (b - r) / delta; + else h = 4.0 + (r - g) / delta; + h *= 60.0; + if (h < 0.0) h += 360.0; + } + return vec3 (h, l, s); +} + +void main () { + vec3 HSL, RGB; + vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st)); + float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); + HSL = rgb2hsl (color.rgb); +/* move hls discontinuity away from the desired red zone so we can use + * smoothstep.. to try: convert degrees in radiants, divide by 2 and + * smoothstep cosine */ + HSL.x += 180.0; + if ((HSL.x) > 360.0) HSL.x -= 360.0; +/* damn, it is extremely hard to get rid of human face reds! */ +/* picked hue is slightly shifted towards violet to prevent this but + * still fails.. maybe hsl is not well suited for this */ + float a = smoothstep (110.0, 150.0, HSL.x); + float b = smoothstep (170.0, 210.0, HSL.x); + float alpha = a - b; + gl_FragColor = color * alpha + luma * (1.0 - alpha); +} |