--- /dev/null
+uniform sampler2D tex;
+uniform float red;
+uniform float green;
+uniform float blue;
+uniform float in_slope;
+uniform float out_slope;
+uniform float tolerance;
+uniform float tolerance_in;
+uniform float tolerance_out;
+uniform float sat;
+uniform float min_s;
+uniform float min_s_in;
+uniform float min_s_out;
+uniform float min_v;
+uniform float min_v_in;
+uniform float min_v_out;
+uniform float max_v;
+uniform float max_v_in;
+uniform float max_v_out;
+uniform float spill_threshold;
+uniform float spill_amount;
+uniform float alpha_offset;
+uniform float hue_key;
+uniform float saturation_key;
+uniform float value_key;
+
+void main()
+{
+ vec4 color = texture2D(tex, gl_TexCoord[0].st);
+/* Contribution to alpha from each component */
+ float alpha_value = 1.0;
+ float alpha_value_max = 1.0;
+ float alpha_hue = 1.0;
+ float alpha_saturation = 1.0;
+ bool has_match = true;
+ vec4 color2;
+
+/* Convert to HSV */
+ color2 = yuv_to_rgb(color);
+ color2 = rgb_to_hsv(color2);
+
+/* Hue wrap */
+ if(color2.r <= hue_key - tolerance_in * 180.0)
+ color2.r += 360;
+ else
+ if(color2.r >= hue_key + tolerance_in * 180.0)
+ color2.r -= 360;
+
+/* Hue is completely out of range */
+ if (tolerance == 0.0)
+ alpha_hue = 1.0;
+ else
+ if (abs(color2.r - hue_key) < tolerance_in * 180.0)
+ alpha_hue = 0.0;
+ else
+ if ((out_slope != 0.0 ) && (abs(color2.r - hue_key) < tolerance * 180.0))
+/* If using slope, scale alpha between 0 and 1 / 2 */
+ alpha_hue = abs(color2.r - hue_key) / tolerance / 360.0;
+ else
+ if (abs(color2.r - hue_key) < tolerance_out * 180.0)
+/* If no slope, scale alpha between 1/2 and 1 */
+ alpha_hue = abs(color2.r - hue_key) / tolerance_out / 360.0;
+ else
+ has_match = false;
+
+/* Test saturation */
+ if (has_match)
+ {
+ if (min_s == 0.0)
+ alpha_saturation = 0.0;
+ else
+ if ( color2.g - sat >= min_s_in )
+ alpha_saturation = 0.0;
+ else
+ if ((out_slope != 0.0) && ( color2.g - sat > min_s ) )
+ alpha_saturation = (color2.g - sat - min_s) / (min_s * 2.0);
+ else
+ if ( color2.g - sat > min_s_out )
+ alpha_saturation = (color2.g - sat - min_s_out) / (min_s_out * 2.0);
+ else
+ has_match = false;
+ }
+
+/* Test value over minimum */
+ if (has_match)
+ {
+ if (min_v == 0.0)
+ alpha_value = 0.0;
+ else
+ if ( color2.b >= min_v_in )
+ alpha_value = 0.0;
+ else
+ if ((out_slope != 0.0) && ( color2.b > min_v ) )
+ alpha_value = (color2.b - min_v) / (min_v * 2.0);
+ else
+ if ( color2.b > min_v_out )
+ alpha_value = (color2.b - min_v_out) / (min_v_out * 2.0);
+ else
+ has_match = false;
+ }
+
+/* Test value under maximum */
+ if (has_match)
+ {
+ if (max_v == 0.0)
+ alpha_value_max = 1.0;
+ else
+ if (color2.b <= max_v_in)
+ alpha_value_max = 0.0;
+ else
+ if ((out_slope != 0.0) && (color2.b < max_v))
+ alpha_value_max = (color2.b - max_v) / (max_v * 2.0);
+ else
+ if (color2.b < max_v_out)
+ alpha_value_max = (color2.b - max_v_out) / (max_v_out * 2.0);
+ else
+ has_match = false;
+ }
+
+/* Take largest component as the alpha */
+ if (has_match)
+ color2.a = max (max (alpha_hue, alpha_value), max (alpha_saturation, alpha_value_max));
+
+/* Spill light processing */
+ if ((abs(color2.r - hue_key) < spill_threshold * 180.0) ||
+ ((abs(color2.r - hue_key) > 360.0) &&
+ (abs(color2.r - hue_key) - 360.0 < spill_threshold * 180.0)))
+ {
+/* Modify saturation based on hue contribution */
+ color2.g = color2.g *
+ spill_amount *
+ abs(color2.r - hue_key) /
+ (spill_threshold * 180.0);
+
+/* convert back to native colormodel */
+ color2 = hsv_to_rgb(color2);
+ color.rgb = rgb_to_yuv(color2).rgb;
+ }
+
+
+/* Convert mask into image */
+ gl_FragColor = show_mask(color, color2);
+}
+
+