varying vec2 v_vTexcoord; varying vec4 v_vColour; #define BATCH_SIZE 128 uniform int mode; uniform vec2 range; uniform float number[BATCH_SIZE]; #region //////////////////////////////////// GRADIENT //////////////////////////////////// #define GRADIENT_LIMIT 128 uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; uniform int gradient_use_map; uniform vec4 gradient_map_range; uniform sampler2D gradient_map; vec3 rgb2oklab(vec3 c) { #region const mat3 kCONEtoLMS = mat3( 0.4121656120, 0.2118591070, 0.0883097947, 0.5362752080, 0.6807189584, 0.2818474174, 0.0514575653, 0.1074065790, 0.6302613616); c = pow(c, vec3(2.2)); c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) ); return c; } #endregion vec3 oklab2rgb(vec3 c) { #region const mat3 kLMStoCONE = mat3( 4.0767245293, -1.2681437731, -0.0041119885, -3.3072168827, 2.6093323231, -0.7034763098, 0.2307590544, -0.3411344290, 1.7068625689); c = kLMStoCONE * (c * c * c); c = pow(c, vec3(1. / 2.2)); return c; } #endregion vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region vec3 k1 = rgb2oklab(c1); vec3 k2 = rgb2oklab(c2); return oklab2rgb(mix(k1, k2, t)); } #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 hueDist(float a0, float a1, float t) { #region float da = fract(a1 - a0); float ds = fract(2. * da) - da; return a0 + ds * t; } #endregion vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region vec3 h1 = rgb2hsv(c1); vec3 h2 = rgb2hsv(c2); vec3 h = vec3(0.); h.x = h.x + hueDist(h1.x, h2.x, t); h.y = mix(h1.y, h2.y, t); h.z = mix(h1.z, h2.z, t); return hsv2rgb(h); } #endregion vec4 gradientEval(in float prog) { #region if(gradient_use_map == 1) { vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog); return texture2D( gradient_map, samplePos ); } vec4 col = vec4(0.); for(int i = 0; i < GRADIENT_LIMIT; i++) { if(gradient_time[i] == prog) { col = gradient_color[i]; break; } else if(gradient_time[i] > prog) { if(i == 0) col = gradient_color[i]; else { float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]); float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t); if(gradient_blend == 0) col = mix(gradient_color[i - 1], gradient_color[i], t); else if(gradient_blend == 1) col = gradient_color[i - 1]; else if(gradient_blend == 2) col = vec4(hsvMix(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), a); else if(gradient_blend == 3) col = vec4(oklabMax(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), a); } break; } if(i >= gradient_keys - 1) { col = gradient_color[gradient_keys - 1]; break; } } return col; } #endregion #endregion //////////////////////////////////// GRADIENT //////////////////////////////////// void main() { vec2 px = v_vTexcoord; px.x *= float(BATCH_SIZE); float value = number[int(px.x)]; float grey = (value - range[0]) / (range[1] - range[0]); gl_FragColor = vec4(0.); if(mode == 0) gl_FragColor = vec4(vec3(grey), 1.); else if(mode == 1) gl_FragColor = gradientEval(grey); }