// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float w_curve[1024]; uniform int w_amount; uniform float r_curve[1024]; uniform int r_amount; uniform float g_curve[1024]; uniform int g_amount; uniform float b_curve[1024]; uniform int b_amount; uniform float a_curve[1024]; uniform int a_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); } float curveEval(in float[1024] curve, in int amo, in float _x) { 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; _x = clamp(_x, 0., 1.); for( int i = 0; i < _segs; i++ ) { int ind = _shf + i * 6; 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]; } void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); col.r = curveEval(r_curve, r_amount, col.r); col.g = curveEval(g_curve, g_amount, col.g); col.b = curveEval(b_curve, b_amount, col.b); col.a = curveEval(a_curve, b_amount, col.a); float w = (col.r + col.g + col.b) / 3.; float wtarget = curveEval(w_curve, w_amount, w); col.rgb *= wtarget / w; gl_FragColor = col; }