// enve - 2D animations software // Copyright (C) 2016-2020 Maurycy Liebner // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // This program 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 General Public License for more details. // You should have received a copy of the GNU General Public License // along with this program. If not, see . #version 330 core layout(location = 0) out vec4 fragColor; in vec2 texCoord; uniform sampler2D texture; uniform vec4 colorizeColor; vec3 HUEtoRGB(in float H) { float R = abs(H * 6 - 3) - 1; float G = 2 - abs(H * 6 - 2); float B = 2 - abs(H * 6 - 4); return clamp(vec3(R,G,B), 0., 1.); } float Epsilon = 1e-10; vec3 RGBtoHCV(in vec3 RGB) { // Based on work by Sam Hocevar and Emil Persson vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0); vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx); float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); return vec3(H, C, Q.x); } vec3 HSLtoRGB(in vec3 HSL) { vec3 RGB = HUEtoRGB(HSL.x); float C = (1 - abs(2 * HSL.z - 1)) * HSL.y; return (RGB - 0.5) * C + HSL.z; } vec3 RGBtoHSL(in vec3 RGB) { vec3 HCV = RGBtoHCV(RGB); float L = HCV.z - HCV.y * 0.5; float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon); return vec3(HCV.x, S, L); } void main(void) { vec4 texColor = texture2D(texture, texCoord); if(texColor.a < 0.00001f) { fragColor = texColor; } else { vec3 hslColorize = RGBtoHSL(colorizeColor.rgb); float hue = hslColorize.x; float saturation = hslColorize.y; float lightness = hslColorize.z; float alpha = colorizeColor.a; vec4 tmpColor = texColor; tmpColor.rgb /= tmpColor.a; tmpColor.xyz = RGBtoHSL(tmpColor.rgb); tmpColor.x = hue; tmpColor.y = saturation; tmpColor.z = clamp(tmpColor.z + lightness, 0., 1.); tmpColor.rgb = HSLtoRGB(tmpColor.xyz) * tmpColor.a; if(alpha > 0.99999f) { fragColor = tmpColor; } else { fragColor = tmpColor*alpha + texColor*(1 - alpha); } } }