mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-24 14:06:23 +01:00
- [Repeat] Add additive and maximum blend mode.
This commit is contained in:
parent
2f6e7d2abb
commit
74224e323a
9 changed files with 205 additions and 157 deletions
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@ -30,10 +30,15 @@ function Node_Color_replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
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__init_mask_modifier(7); // inputs 11, 12
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input_display_list = [ 9, 10,
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inputs[| 13] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Closet", "Random" ]);
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inputs[| 14] = nodeValueSeed(self, VALUE_TYPE.float);
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input_display_list = [ 9, 10, 14,
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["Surfaces", true], 0, 7, 8, 11, 12,
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["Palette", false], 1, 2,
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["Comparison", false], 3, 5,
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["Comparison", false], 13, 3, 5,
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["Render", false], 4, 6
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];
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@ -41,18 +46,20 @@ function Node_Color_replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
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attribute_surface_depth();
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static step = function() { #region
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static step = function() {
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__step_mask_modifier();
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} #endregion
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var fr = _data[1];
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var to = _data[2];
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var tr = _data[3];
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var in = _data[4];
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var alp = _data[5];
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var hrd = _data[6];
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var msk = _data[7];
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var fr = _data[ 1];
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var to = _data[ 2];
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var tr = _data[ 3];
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var in = _data[ 4];
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var alp = _data[ 5];
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var hrd = _data[ 6];
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var msk = _data[ 7];
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var mde = _data[13];
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var sed = _data[14];
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var _colorFrom = paletteToArray(fr);
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var _colorTo = paletteToArray(to);
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@ -63,6 +70,8 @@ function Node_Color_replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
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shader_set_f("colorTo", _colorTo);
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shader_set_i("colorTo_amo", array_length(to));
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shader_set_f("seed", sed);
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shader_set_i("mode", mde);
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shader_set_i("alphacmp", alp);
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shader_set_i("hardReplace", hrd);
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shader_set_f("treshold", tr);
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@ -79,5 +88,5 @@ function Node_Color_replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
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_outSurf = channel_apply(_data[0], _outSurf, _data[10]);
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return _outSurf;
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} #endregion
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}
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}
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@ -133,6 +133,7 @@ function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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if(_tex_dim) _dim = surface_get_dimension(_sam);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_grid);
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shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_f("dimension", _dim[0], _dim[1]);
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@ -116,6 +116,12 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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inputs[| 32] = nodeValue("Start rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 33] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 34] = nodeValue("Blend Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Additive", "Maximum" ]);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
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@ -123,15 +129,16 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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["Pattern", false], 3, 9, 32, 2, 18, 7, 8,
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["Path", true], 11, 12, 13,
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["Position", false], 4, 26, 19,
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["Rotation", false], 5,
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["Rotation", false], 33, 5,
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["Scale", false], 6, 10,
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["Render", false], 14, 30,
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["Render", false], 34, 14, 30,
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["Animator", true, 29], 20, 21, 25, 22, 23, 24, 27,
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];
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attribute_surface_depth();
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attribute_interpolation();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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PROCESSOR_OVERLAY_CHECK
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var _hov = false;
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@ -149,9 +156,9 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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var hv = inputs[| 31].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, current_data[1]); active &= !hv; _hov |= hv;
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return _hov;
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} #endregion
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}
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static preGetInputs = function() { #region
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static preGetInputs = function() {
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var _arr = getSingleValue(16);
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var _pat = getSingleValue(3);
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@ -166,9 +173,9 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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inputs[| 32].setVisible( _pat == 2);
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inputs[| 14].mappableStep();
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} #endregion
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _iSrf = _data[ 0];
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var _dim = _data[ 1];
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@ -181,6 +188,7 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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var _rpos = _data[ 4];
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var _rsta = _data[26];
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var _rrot = _data[ 5];
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var _rots = _data[33];
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var _rsca = _data[ 6];
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var _msca = _data[10];
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@ -213,12 +221,17 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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var _an_bld = _data[27];
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var _an_alp = _color_get_alpha(_an_bld);
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var _bld_md = _data[34];
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var _surf, runx, runy, posx, posy, scax, scay, rot;
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random_set_seed(_sed);
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surface_set_target(_outSurf);
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DRAW_CLEAR
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surface_set_shader(_outSurf);
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if(_bld_md == 0) BLEND_ALPHA_MULP
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else if(_bld_md == 1) BLEND_ADD
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else if(_bld_md == 2) { BLEND_ALPHA_MULP gpu_set_blendequation(bm_eq_max); }
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runx = 0;
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runy = 0;
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@ -254,7 +267,7 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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scax = eval_curve_x(_msca, i / (_amo - 1)) * _rsca;
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scay = scax;
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rot = _rrot[0] + (_rrot[1] - _rrot[0]) * i / _amo;
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rot = _rots + _rrot[0] + (_rrot[1] - _rrot[0]) * i / _amo;
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var _an_dist = abs(i - _an_mid * (_amo - 1));
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var _inf = 0;
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@ -306,13 +319,17 @@ function Node_Repeat(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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aa += _an_alp * _inf;
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}
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shader_set_interpolation(_surf);
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draw_surface_ext_safe(_surf, posx + pos[0], posy + pos[1], scax, scay, rot, cc, aa);
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if(_rsta == 1) runx += _sw / 2;
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if(_rsta == 2) runy += _sh / 2;
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}
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surface_reset_target();
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BLEND_NORMAL
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gpu_set_blendequation(bm_eq_add);
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surface_reset_shader();
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return _outSurf;
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} #endregion
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}
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}
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@ -59,9 +59,11 @@ function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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inputs[| 18] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_black, c_white ] )
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.setDisplay(VALUE_DISPLAY.palette);
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inputs[| 19] = nodeValueSeed(self, VALUE_TYPE.float);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
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input_display_list = [ 19,
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["Output", true], 0,
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["Pattern", false], 1, 11, 10, 14, 2, 12, 4, 5, 13, 17,
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["Render", false], 3, 6, 7, 15, 8, 9, 18,
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@ -107,12 +109,14 @@ function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
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var _clr1 = _data[9];
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var _prg = _data[17];
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var _pal = _data[18];
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var _seed = _data[19];
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var _color = _data[6];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_stripe);
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shader_set_f("seed", _seed);
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shader_set_f("dimension", _dim[0], _dim[1]);
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shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_i("blend", _bnd);
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@ -1,6 +1,14 @@
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function nodeValue(_name, _node, _connect, _type, _value, _tooltip = "") { return new NodeValue(_name, _node, _connect, _type, _value, _tooltip); }
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function nodeValueMap(_name, _node, _junc = noone) { return new NodeValue(_name, _node, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone).setVisible(false, false).setMapped(_junc); }
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function nodeValueGradientRange(_name, _node, _junc = noone) { return new NodeValue(_name, _node, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 1, 0 ]).setDisplay(VALUE_DISPLAY.gradient_range).setVisible(false, false).setMapped(_junc); }
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function nodeValueGradientRange(_name, _node, _junc = noone) { return new NodeValue(_name, _node, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 1, 0 ])
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.setDisplay(VALUE_DISPLAY.gradient_range).setVisible(false, false).setMapped(_junc); }
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function nodeValueSeed(_node, _type) {
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var _val = new NodeValue("Seed", _node, JUNCTION_CONNECT.input, _type, seed_random(6), "");
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__node_seed_input_value = _val;
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_val.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() /*=>*/ { randomize(); __node_seed_input_value.setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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return _val;
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}
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function NodeValue(_name, _node, _connect, _type, _value, _tooltip = "") constructor {
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static DISPLAY_DATA_KEYS = [ "linked", "angle_display", "bone_id", "unit", "atlas_crop" ];
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@ -1,4 +1,4 @@
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function shader_set_i(uniform, value) { #region
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function shader_set_i(uniform, value) {
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INLINE
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var shader = shader_current();
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@ -19,13 +19,13 @@ function shader_set_i(uniform, value) { #region
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array[i - 1] = argument[i];
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shader_set_i_array(shader, uniform, array)
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}
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} #endregion
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}
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function shader_set_i_array(shader, uniform, array) { #region
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function shader_set_i_array(shader, uniform, array) {
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INLINE
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shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array);
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} #endregion
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}
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function shader_set_2(uniform, v) { INLINE var shader = shader_current(); shader_set_uniform_f(shader_get_uniform(shader, uniform), aGetF(v, 0), aGetF(v, 1)); }
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function shader_set_3(uniform, v) { INLINE var shader = shader_current(); shader_set_uniform_f(shader_get_uniform(shader, uniform), aGetF(v, 0), aGetF(v, 1), aGetF(v, 2)); }
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@ -39,7 +39,7 @@ function shader_set_f_array(uniform, value, max_length = 128) {
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shader_set_uniform_f_array_safe(shader_get_uniform(shader, uniform), value, max_length);
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}
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function shader_set_f(uniform, value) { #region
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function shader_set_f(uniform, value) {
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INLINE
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var shader = shader_current();
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@ -75,9 +75,9 @@ function shader_set_f(uniform, value) { #region
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array[i - 1] = argument[i];
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shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array);
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}
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} #endregion
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}
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function shader_set_f_map(uniform, value, surface = noone, junc = noone) { #region
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function shader_set_f_map(uniform, value, surface = noone, junc = noone) {
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INLINE
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shader_set_f(uniform, is_array(value)? value : [ value, value ]);
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@ -88,16 +88,16 @@ function shader_set_f_map(uniform, value, surface = noone, junc = noone) { #regi
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shader_set_i( uniform + "UseSurf", junc.attributes.mapped && is_surface(surface));
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shader_set_surface(uniform + "Surf", surface);
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}
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} #endregion
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}
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function shader_set_f_map_s(uniform, value, surface, junc) { #region
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function shader_set_f_map_s(uniform, value, surface, junc) {
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INLINE
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shader_set_f(uniform, is_array(value)? value : [ value, value ]);
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shader_set_i(uniform + "UseSurf", junc.attributes.mapped && is_surface(surface));
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} #endregion
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}
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function shader_set_uniform_f_array_safe(uniform, array, max_length = 128) { #region
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function shader_set_uniform_f_array_safe(uniform, array, max_length = 128) {
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INLINE
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if(!is_array(array)) return;
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@ -107,9 +107,9 @@ function shader_set_uniform_f_array_safe(uniform, array, max_length = 128) { #re
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if(_len > max_length) array_resize(array, max_length)
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shader_set_uniform_f_array(uniform, array);
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} #endregion
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}
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function shader_set_surface(sampler, surface, linear = false, _repeat = false) { #region
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function shader_set_surface(sampler, surface, linear = false, _repeat = false) {
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INLINE
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var shader = shader_current();
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@ -126,9 +126,9 @@ function shader_set_surface(sampler, surface, linear = false, _repeat = false) {
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gpu_set_tex_repeat_ext(t, _repeat);
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return t;
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} #endregion
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}
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function shader_set_surface_dimension(uniform, surface) { #region
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function shader_set_surface_dimension(uniform, surface) {
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INLINE
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var shader = shader_current();
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@ -143,22 +143,22 @@ function shader_set_surface_dimension(uniform, surface) { #region
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th = 2048;
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shader_set_uniform_f(shader_get_uniform(shader, uniform), tw, th);
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} #endregion
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}
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function shader_set_dim(uniform = "dimension", surf = noone) { #region
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function shader_set_dim(uniform = "dimension", surf = noone) {
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INLINE
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if(!is_surface(surf)) return;
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shader_set_f(uniform, surface_get_width_safe(surf), surface_get_height_safe(surf));
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} #endregion
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}
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function shader_set_color(uniform, col, alpha = 1) { #region
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function shader_set_color(uniform, col, alpha = 1) {
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INLINE
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shader_set_f(uniform, colToVec4(col, alpha));
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} #endregion
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}
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function shader_set_palette(pal, pal_uni = "palette", amo_uni = "paletteAmount", max_length = 128) { #region
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function shader_set_palette(pal, pal_uni = "palette", amo_uni = "paletteAmount", max_length = 128) {
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INLINE
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shader_set_i(amo_uni, min(max_length, array_length(pal)));
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@ -169,7 +169,7 @@ function shader_set_palette(pal, pal_uni = "palette", amo_uni = "paletteAmount",
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if(array_length(_pal))
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shader_set_f(pal_uni, _pal);
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} #endregion
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}
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#region prebuild
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enum BLEND {
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@ -12,53 +12,61 @@ uniform int colorFrom_amo;
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uniform vec4 colorTo[32];
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uniform int colorTo_amo;
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uniform float seed;
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uniform int mode;
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uniform int inverted;
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uniform int alphacmp;
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uniform int hardReplace;
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uniform float treshold;
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vec3 rgb2xyz( vec3 c ) { #region
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vec3 tmp;
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tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
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tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
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tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
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return 100.0 * tmp *
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mat3( 0.4124, 0.3576, 0.1805,
|
||||
0.2126, 0.7152, 0.0722,
|
||||
0.0193, 0.1192, 0.9505 );
|
||||
} #endregion
|
||||
#region color spaces
|
||||
|
||||
vec3 xyz2lab( vec3 c ) { #region
|
||||
vec3 n = c / vec3( 95.047, 100, 108.883 );
|
||||
vec3 v;
|
||||
v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
|
||||
v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
|
||||
v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
|
||||
return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
|
||||
} #endregion
|
||||
vec3 rgb2xyz( vec3 c ) {
|
||||
vec3 tmp;
|
||||
tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
|
||||
tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
|
||||
tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
|
||||
return 100.0 * tmp *
|
||||
mat3( 0.4124, 0.3576, 0.1805,
|
||||
0.2126, 0.7152, 0.0722,
|
||||
0.0193, 0.1192, 0.9505 );
|
||||
}
|
||||
|
||||
vec3 xyz2lab( vec3 c ) {
|
||||
vec3 n = c / vec3( 95.047, 100, 108.883 );
|
||||
vec3 v;
|
||||
v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
|
||||
v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
|
||||
v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
|
||||
return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
|
||||
}
|
||||
|
||||
vec3 rgb2lab(vec3 c) {
|
||||
vec3 lab = xyz2lab( rgb2xyz( c ) );
|
||||
return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
|
||||
}
|
||||
|
||||
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 = 0.0000000001;
|
||||
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 rgb2lab(vec3 c) { #region
|
||||
vec3 lab = xyz2lab( rgb2xyz( c ) );
|
||||
return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
|
||||
} #endregion
|
||||
#endregion
|
||||
|
||||
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
|
||||
|
||||
float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); }
|
||||
float random(in float st) { return fract(sin(st * 12.9898) * (seed + 43758.5453123)); }
|
||||
float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); }
|
||||
|
||||
void main() {
|
||||
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
|
||||
|
@ -93,7 +101,10 @@ void main() {
|
|||
}
|
||||
}
|
||||
|
||||
vec4 clr = colorTo[int(round(float(min_index) / float(colorFrom_amo - 1) * float(colorTo_amo - 1)))];
|
||||
vec4 clr = vec4(0.);
|
||||
|
||||
if(mode == 0) clr = colorTo[int(round(float(min_index) / float(colorFrom_amo - 1) * float(colorTo_amo - 1)))];
|
||||
else if(mode == 1) clr = colorTo[int(round(random(float(min_index)) * float(colorTo_amo - 1)))];
|
||||
|
||||
if(min_df < treshold) {
|
||||
if(hardReplace == 0) {
|
||||
|
|
|
@ -1,79 +1,76 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
#region /////////////// SAMPLING ///////////////
|
||||
|
||||
const float PI = 3.14159265358979323846;
|
||||
uniform int interpolation;
|
||||
uniform vec2 sampleDimension;
|
||||
|
||||
const int RSIN_RADIUS = 1;
|
||||
|
||||
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
||||
|
||||
vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
|
||||
uv = uv * sampleDimension - .5;
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
const float PI = 3.14159265358979323846;
|
||||
uniform int interpolation;
|
||||
uniform vec2 sampleDimension;
|
||||
|
||||
vec4 mixed = mix(
|
||||
mix(
|
||||
texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
|
||||
texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
|
||||
fuv.x
|
||||
),
|
||||
mix(
|
||||
texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
|
||||
texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
|
||||
fuv.x
|
||||
),
|
||||
fuv.y
|
||||
);
|
||||
const int RSIN_RADIUS = 1;
|
||||
|
||||
mixed.rgb /= mixed.a;
|
||||
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
||||
|
||||
return mixed;
|
||||
}
|
||||
|
||||
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
|
||||
vec2 tx = 1.0 / sampleDimension;
|
||||
vec2 p = uv * sampleDimension - vec2(0.5);
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
float weights = 0.;
|
||||
|
||||
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
|
||||
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
|
||||
float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
|
||||
if(a > 1.) continue;
|
||||
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
|
||||
vec2 offset = vec2(float(x), float(y)) * tx;
|
||||
vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
|
||||
sum += w * sample;
|
||||
weights += w;
|
||||
}
|
||||
vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
|
||||
uv = uv * sampleDimension - .5;
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
|
||||
vec4 mixed = mix(
|
||||
mix(
|
||||
texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
|
||||
texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
|
||||
fuv.x
|
||||
),
|
||||
mix(
|
||||
texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
|
||||
texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
|
||||
fuv.x
|
||||
),
|
||||
fuv.y
|
||||
);
|
||||
|
||||
mixed.rgb /= mixed.a;
|
||||
|
||||
return mixed;
|
||||
}
|
||||
|
||||
return sum / weights;
|
||||
}
|
||||
|
||||
vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
|
||||
uv = uv * sampleDimension + 0.5;
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
|
||||
uv = (uv - 0.5) / sampleDimension;
|
||||
return texture2D_bilinear( texture, uv );
|
||||
}
|
||||
|
||||
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
||||
if(interpolation == 1) return texture2D_bilinear( texture, uv );
|
||||
else if(interpolation == 2) return texture2D_bicubic( texture, uv );
|
||||
else if(interpolation == 3) return texture2D_rsin( texture, uv );
|
||||
return texture2D( texture, uv );
|
||||
}
|
||||
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
|
||||
vec2 tx = 1.0 / sampleDimension;
|
||||
vec2 p = uv * sampleDimension - vec2(0.5);
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
float weights = 0.;
|
||||
|
||||
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
|
||||
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
|
||||
float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
|
||||
if(a > 1.) continue;
|
||||
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
|
||||
vec2 offset = vec2(float(x), float(y)) * tx;
|
||||
vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
|
||||
sum += w * sample;
|
||||
weights += w;
|
||||
}
|
||||
|
||||
return sum / weights;
|
||||
}
|
||||
|
||||
vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
|
||||
uv = uv * sampleDimension + 0.5;
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
|
||||
uv = (uv - 0.5) / sampleDimension;
|
||||
return texture2D_bilinear( texture, uv );
|
||||
}
|
||||
|
||||
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
||||
if(interpolation == 1) return texture2D_bilinear( texture, uv );
|
||||
else if(interpolation == 2) return texture2D_bicubic( texture, uv );
|
||||
else if(interpolation == 3) return texture2D_rsin( texture, uv );
|
||||
return texture2D( texture, uv );
|
||||
}
|
||||
|
||||
#endregion /////////////// SAMPLING ///////////////
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@ varying vec4 v_vColour;
|
|||
#define PI 3.14159265359
|
||||
#define PALETTE_LIMIT 128
|
||||
|
||||
uniform float seed;
|
||||
uniform vec2 dimension;
|
||||
uniform vec2 position;
|
||||
uniform int blend;
|
||||
|
@ -167,7 +168,7 @@ uniform int paletteAmount;
|
|||
|
||||
#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
|
||||
|
||||
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
|
||||
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (seed + 43758.5453123)); }
|
||||
|
||||
void main() { #region
|
||||
#region params
|
||||
|
|
Loading…
Reference in a new issue