varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float seed; uniform int bmBright; uniform int bmRGB; uniform int bmHSV; uniform vec2 brightness; uniform int brightnessUseSurf; uniform sampler2D brightnessSurf; uniform vec2 red; uniform int redUseSurf; uniform sampler2D redSurf; uniform vec2 green; uniform int greenUseSurf; uniform sampler2D greenSurf; uniform vec2 blue; uniform int blueUseSurf; uniform sampler2D blueSurf; uniform vec2 hue; uniform int hueUseSurf; uniform sampler2D hueSurf; uniform vec2 sat; uniform int satUseSurf; uniform sampler2D satSurf; uniform vec2 val; uniform int valUseSurf; uniform sampler2D valSurf; vec3 channel_mix(vec3 a, vec3 b, vec3 w) { return vec3(mix(a.r, b.r, w.r), mix(a.g, b.g, w.g), mix(a.b, b.b, w.b)); } vec3 screen( vec3 a, vec3 b, float w) { return mix(a, vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b), w); } vec3 soft_light( vec3 a, vec3 b, float w) { return mix(a, pow(a, pow(vec3(2.0), 2.0 * (vec3(0.5) - b))), w); } float screen( float a, float b, float w) { return mix(a, 1. - (1. - a) * (1. - b), w); } vec3 overlay(vec3 a, vec3 b, float w) { return mix(a, channel_mix( 2.0 * a * b, vec3(1.0) - 2.0 * (vec3(1.0) - a) * (vec3(1.0) - b), step(vec3(0.5), a) ), w); } // float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(seed / 1000., 0.), vec2(12.9898, 78.233))) * 43758.5453123); } float gaussian( float z, float u, float o) { return (1.0 / (o * sqrt(2.0 * 3.1415))) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))); } float grandom (in vec2 st) { float n = fract(sin(dot(st, vec2(12.9898, 78.233))) * 43758.5453 + seed); float r = gaussian(n, 0., .5 * .5); return r; } #region =========================================== COLORS SPACES =========================================== 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); } float hue2rgb( in float m1, in float m2, in float hue) { if (hue < 0.0) hue += 1.0; else if (hue > 1.0) hue -= 1.0; if ((6.0 * hue) < 1.0) return m1 + (m2 - m1) * hue * 6.0; else if ((2.0 * hue) < 1.0) return m2; else if ((3.0 * hue) < 2.0) return m1 + (m2 - m1) * ((2.0 / 3.0) - hue) * 6.0; else return m1; } vec3 hsl2rgb( in vec3 hsl ) { float r, g, b; if(hsl.y == 0.) { r = hsl.z; g = hsl.z; b = hsl.z; } else { float m1, m2; if(hsl.z <= 0.5) m2 = hsl.z * (1. + hsl.y); else m2 = hsl.z + hsl.y - hsl.z * hsl.y; m1 = 2. * hsl.z - m2; r = hue2rgb(m1, m2, hsl.x + 1. / 3.); g = hue2rgb(m1, m2, hsl.x); b = hue2rgb(m1, m2, hsl.x - 1. / 3.); } return vec3( r, g, b ); } vec3 rgb2hsl( in vec3 c ) { float h = 0.0; float s = 0.0; float l = 0.0; float r = c.r; float g = c.g; float b = c.b; float cMin = min( r, min( g, b ) ); float cMax = max( r, max( g, b ) ); l = ( cMax + cMin ) / 2.0; if ( cMax > cMin ) { float cDelta = cMax - cMin; s = l < .5 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); if ( r == cMax ) h = ( g - b ) / cDelta; else if ( g == cMax ) h = 2.0 + ( b - r ) / cDelta; else h = 4.0 + ( r - g ) / cDelta; if ( h < 0.0) h += 6.0; h = h / 6.0; } return vec3( h, s, l ); } #endregion =========================================== COLORS SPACES =========================================== void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); float bri = brightness.x; if(brightnessUseSurf == 1) { vec4 _vMap = texture2D( brightnessSurf, v_vTexcoord ); bri = mix(brightness.x, brightness.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } bri *= bri; float r = red.x; if(redUseSurf == 1) { vec4 _vMap = texture2D( redSurf, v_vTexcoord ); r = mix(red.x, red.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } r *= r; float g = green.x; if(greenUseSurf == 1) { vec4 _vMap = texture2D( greenSurf, v_vTexcoord ); g = mix(green.x, green.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } g *= g; float b = blue.x; if(blueUseSurf == 1) { vec4 _vMap = texture2D( blueSurf, v_vTexcoord ); b = mix(blue.x, blue.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } b *= b; float h = hue.x; if(hueUseSurf == 1) { vec4 _vMap = texture2D( hueSurf, v_vTexcoord ); h = mix(hue.x, hue.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } h *= h; float s = sat.x; if(satUseSurf == 1) { vec4 _vMap = texture2D( satSurf, v_vTexcoord ); s = mix(sat.x, sat.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } s *= s; float v = val.x; if(valUseSurf == 1) { vec4 _vMap = texture2D( valSurf, v_vTexcoord ); v = mix(val.x, val.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } v *= v; float nBri = grandom(v_vTexcoord + vec2(0.156, 0.6169)); vec3 grain = vec3(nBri); if(bmBright == 0) c.rgb += nBri * bri; else if(bmBright == 1) c.rgb *= 1. + nBri * bri; else if(bmBright == 2) c.rgb = screen( c.rgb, grain, bri); else if(bmBright == 3) c.rgb = overlay(c.rgb, grain, bri); float nr = grandom(v_vTexcoord + vec2(0.985, 0.3642)); if(bmRGB == 0) c.r += nr * r; else if(bmRGB == 1) c.r *= 1. + nr * r; else if(bmRGB == 2) c.r = screen( c.r, nr, r); float ng = grandom(v_vTexcoord + vec2(0.653, 0.4954)); if(bmRGB == 0) c.g += ng * g; else if(bmRGB == 1) c.g *= 1. + ng * g; else if(bmRGB == 2) c.g = screen( c.g, ng, g); float nb = grandom(v_vTexcoord + vec2(0.382, 0.2967)); if(bmRGB == 0) c.b += nb * b; else if(bmRGB == 1) c.b *= 1. + nb * b; else if(bmRGB == 2) c.b = screen( c.b, nb, b); vec3 hsv = rgb2hsv(c.rgb); float nh = grandom(v_vTexcoord + vec2(0.685, 0.5672)); if(bmHSV == 0) hsv.r += nh * r; else if(bmHSV == 1) hsv.r *= 1. + nh * r; else if(bmHSV == 2) hsv.r = screen( hsv.r, nh, r); float ns = grandom(v_vTexcoord + vec2(0.134, 0.8632)); if(bmHSV == 0) hsv.g += ns * g; else if(bmHSV == 1) hsv.g *= 1. + ns * g; else if(bmHSV == 2) hsv.g = screen( hsv.g, ns, g); float nv = grandom(v_vTexcoord + vec2(0.268, 0.1264)); if(bmHSV == 0) hsv.b += nv * b; else if(bmHSV == 1) hsv.b *= 1. + nv * b; else if(bmHSV == 2) hsv.b = screen( hsv.b, nv, b); c.rgb = hsv2rgb(hsv); gl_FragColor = c; }