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-rw-r--r--data/res/raw/color_fade_frag.frag30
1 files changed, 1 insertions, 29 deletions
diff --git a/data/res/raw/color_fade_frag.frag b/data/res/raw/color_fade_frag.frag
index a66a5a76..29975d5f 100644
--- a/data/res/raw/color_fade_frag.frag
+++ b/data/res/raw/color_fade_frag.frag
@@ -3,40 +3,12 @@
precision mediump float;
uniform samplerExternalOES texUnit;
uniform float opacity;
-uniform float saturation;
uniform float gamma;
varying vec2 UV;
-vec3 rgb2hsl(vec3 rgb)
-{
- float e = 1.0e-7;
-
- 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 v = q.x;
- float c = v - min(q.w, q.y);
- float h = abs((q.w - q.y) / (6.0 * c + e) + q.z);
- float l = v - c * 0.5;
- float s = c / (1.0 - abs(2.0 * l - 1.0) + e);
- return clamp(vec3(h, s, l), 0.0, 1.0);
-}
-
-vec3 hsl2rgb(vec3 hsl)
-{
- vec3 h = vec3(hsl.x * 6.0);
- vec3 p = abs(h - vec3(3.0, 2.0, 4.0));
- vec3 q = 2.0 - p;
-
- vec3 rgb = clamp(vec3(p.x - 1.0, q.yz), 0.0, 1.0);
- float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
- return (rgb - vec3(0.5)) * c + hsl.z;
-}
-
void main()
{
vec4 color = texture2D(texUnit, UV);
- vec3 hsl = rgb2hsl(color.xyz);
- vec3 rgb = pow(hsl2rgb(vec3(hsl.x, hsl.y * saturation, hsl.z * opacity)), vec3(gamma));
+ vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
gl_FragColor = vec4(rgb, 1.0);
}