uniform sampler2D tex; vec3 rgb_to_hsl(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } void main(void) { vec2 uv = cogl_tex_coord_in[0].xy; vec4 rgba = texture2D(tex, uv); vec4 hsla = vec4(rgb_to_hsl(rgba.xyz), rgba.w); cogl_color_out = hsla; }