Files
yoctor-layers/meta-st/meta-st-openstlinux/recipes-samples/demo-application/demo-application-camera/edge_InvertLuma.fs
2024-07-11 14:16:35 +02:00

193 lines
4.1 KiB
GLSL

/*
* Original shader from: https://www.shadertoy.com/view/MdGXDy
*
* Automatically converted by st-to-gstsh script
* See: https://github.com/jolivain/gst-shadertoy
*/
#ifdef GL_ES
precision mediump float;
#endif
// gst-glshader uniforms
uniform float time;
uniform float width;
uniform float height;
uniform sampler2D tex;
// shadertoy globals
float iGlobalTime = 0.0;
float iTime = 0.0;
vec3 iResolution = vec3(0.0);
vec3 iMouse = vec3(0.0);
vec4 iDate = vec4(0.0);
#define iChannel0 tex
#define texture(t,c) texture2D(t,c)
#if (__VERSION__ < 300)
# define textureLod(s, uv, l) texture2D(s, uv)
#endif
// Protect gst-glshader names
#define time gstemu_time
#define width gstemu_width
#define height gstemu_height
// --------[ Original ShaderToy begins here ]---------- //
const float gamma = 2.2;
float gamma2linear( float v )
{
return pow( v, gamma );
}
float linear2gamma( float v )
{
return pow( v, 1./gamma );
}
float min3( float a, float b, float c )
{
return min( min( a, b ), c );
}
float max3( float a, float b, float c )
{
return max( max( a, b ), c );
}
vec3 rgb2hsv(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);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 convertRGBtoHSL( vec3 col )
{
float red = col.r;
float green = col.g;
float blue = col.b;
float minc = min3( col.r, col.g, col.b );
float maxc = max3( col.r, col.g, col.b );
float delta = maxc - minc;
float lum = (minc + maxc) * 0.5;
float sat = 0.0;
float hue = 0.0;
if (lum > 0.0 && lum < 1.0) {
float mul = (lum < 0.5) ? (lum) : (1.0-lum);
sat = delta / (mul * 2.0);
}
vec3 masks = vec3(
(maxc == red && maxc != green) ? 1.0 : 0.0,
(maxc == green && maxc != blue) ? 1.0 : 0.0,
(maxc == blue && maxc != red) ? 1.0 : 0.0
);
vec3 adds = vec3(
((green - blue ) / delta),
2.0 + ((blue - red ) / delta),
4.0 + ((red - green) / delta)
);
float deltaGtz = (delta > 0.0) ? 1.0 : 0.0;
hue += dot( adds, masks );
hue *= deltaGtz;
hue /= 6.0;
if (hue < 0.0)
hue += 1.0;
return vec3( hue, sat, lum );
}
vec3 convertHSLtoRGB( vec3 col )
{
const float onethird = 1.0 / 3.0;
const float twothird = 2.0 / 3.0;
const float rcpsixth = 6.0;
float hue = col.x;
float sat = col.y;
float lum = col.z;
vec3 xt = vec3(
rcpsixth * (hue - twothird),
0.0,
rcpsixth * (1.0 - hue)
);
if (hue < twothird) {
xt.r = 0.0;
xt.g = rcpsixth * (twothird - hue);
xt.b = rcpsixth * (hue - onethird);
}
if (hue < onethird) {
xt.r = rcpsixth * (onethird - hue);
xt.g = rcpsixth * hue;
xt.b = 0.0;
}
xt = min( xt, 1.0 );
float sat2 = 2.0 * sat;
float satinv = 1.0 - sat;
float luminv = 1.0 - lum;
float lum2m1 = (2.0 * lum) - 1.0;
vec3 ct = (sat2 * xt) + satinv;
vec3 rgb;
if (lum >= 0.5)
rgb = (luminv * ct) + lum2m1;
else rgb = lum * ct;
return rgb;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
vec3 sample = texture( iChannel0, uv ).rgb;
vec3 s2 = convertRGBtoHSL( sample );
//s2.b = gamma2linear( s2.b );
s2.b = ( s2.b * -1.0 ) + 1.0;
//s2.b = linear2gamma( s2.b );
vec3 s3 = convertHSLtoRGB( s2 );
fragColor = vec4(s3, 1.0);
}
// --------[ Original ShaderToy ends here ]---------- //
#undef time
#undef width
#undef height
void main(void)
{
iResolution = vec3(width, height, 0.0);
iGlobalTime = time;
iTime = time;
iDate.w = time;
mainImage(gl_FragColor, gl_FragCoord.xy);
}