// [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 * * 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); }