rgb_to_hsl.glsl 555 B

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  1. uniform sampler2D tex;
  2. vec3 rgb_to_hsl(vec3 c) {
  3. vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
  4. vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
  5. vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
  6. float d = q.x - min(q.w, q.y);
  7. float e = 1.0e-10;
  8. return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
  9. }
  10. void main(void) {
  11. vec2 uv = cogl_tex_coord_in[0].xy;
  12. vec4 rgba = texture2D(tex, uv);
  13. vec4 hsla = vec4(rgb_to_hsl(rgba.xyz), rgba.w);
  14. cogl_color_out = hsla;
  15. }