Pixel-Composer/shaders/sh_curve_hsv/sh_curve_hsv.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform float h_curve[1024];
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uniform int h_amount;
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uniform float s_curve[1024];
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uniform int s_amount;
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uniform float v_curve[1024];
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uniform int v_amount;
float eval_curve_segment_t(in float _y0, in float ax0, in float ay0, in float bx1, in float by1, in float _y1, in float prog) {
return _y0 * pow(1. - prog, 3.) +
ay0 * 3. * pow(1. - prog, 2.) * prog +
by1 * 3. * (1. - prog) * pow(prog, 2.) +
_y1 * pow(prog, 3.);
}
float eval_curve_segment_x(in float _y0, in float ax0, in float ay0, in float bx1, in float by1, in float _y1, in float _x) {
float st = 0.;
float ed = 1.;
float _prec = 0.0001;
float _xt = _x;
int _binRep = 8;
if(_x <= 0.) return _y0;
if(_x >= 1.) return _y1;
if(_y0 == ay0 && _y0 == by1 && _y0 == _y1) return _y0;
for(int i = 0; i < _binRep; i++) {
float _ftx = 3. * pow(1. - _xt, 2.) * _xt * ax0
+ 3. * (1. - _xt) * pow(_xt, 2.) * bx1
+ pow(_xt, 3.);
if(abs(_ftx - _x) < _prec)
return eval_curve_segment_t(_y0, ax0, ay0, bx1, by1, _y1, _xt);
if(_xt < _x) st = _xt;
else ed = _xt;
_xt = (st + ed) / 2.;
}
int _newRep = 16;
for(int i = 0; i < _newRep; i++) {
float slope = ( 9. * ax0 - 9. * bx1 + 3.) * _xt * _xt
+ (-12. * ax0 + 6. * bx1) * _xt
+ 3. * ax0;
float _ftx = 3. * pow(1. - _xt, 2.) * _xt * ax0
+ 3. * (1. - _xt) * pow(_xt, 2.) * bx1
+ pow(_xt, 3.)
- _x;
_xt -= _ftx / slope;
if(abs(_ftx) < _prec)
break;
}
_xt = clamp(_xt, 0., 1.);
return eval_curve_segment_t(_y0, ax0, ay0, bx1, by1, _y1, _xt);
}
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float curveEval(in float[1024] curve, in int amo, in float _x) {
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int _shf = amo - int(floor(float(amo) / 6.) * 6.);
int _segs = (amo - _shf) / 6 - 1;
float _shift = _shf > 0? curve[0] : 0.;
float _scale = _shf > 1? curve[1] : 1.;
_x = _x / _scale - _shift;
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_x = clamp(_x, 0., 1.);
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for( int i = 0; i < _segs; i++ ) {
int ind = _shf + i * 6;
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float _x0 = curve[ind + 2];
float _y0 = curve[ind + 3];
//float bx0 = _x0 + curve[ind + 0];
//float by0 = _y0 + curve[ind + 1];
float ax0 = _x0 + curve[ind + 4];
float ay0 = _y0 + curve[ind + 5];
float _x1 = curve[ind + 6 + 2];
float _y1 = curve[ind + 6 + 3];
float bx1 = _x1 + curve[ind + 6 + 0];
float by1 = _y1 + curve[ind + 6 + 1];
//float ax1 = _x1 + curve[ind + 6 + 4];
//float ay1 = _y1 + curve[ind + 6 + 5];
if(_x < _x0) continue;
if(_x > _x1) continue;
return eval_curve_segment_x(_y0, ax0, ay0, bx1, by1, _y1, (_x - _x0) / (_x1 - _x0));
}
return curve[0];
}
#region =========================================== COLORS SPACES ===========================================
vec3 rgb2hsv(vec3 c) { #region
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 = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
} #endregion
vec3 hsv2rgb(vec3 c) { #region
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);
} #endregion
#endregion =========================================== COLORS SPACES ===========================================
void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
vec3 hsv = rgb2hsv(col.rgb);
hsv.r = curveEval(h_curve, h_amount, hsv.r);
hsv.g = curveEval(s_curve, s_amount, hsv.g);
hsv.b = curveEval(v_curve, v_amount, hsv.b);
vec3 rgb = hsv2rgb(hsv);
gl_FragColor = vec4(rgb, col.a);
}