varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float h_curve[64]; uniform int h_amount; uniform float s_curve[64]; uniform int s_amount; uniform float v_curve[64]; 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); } float curveEval(in float[64] curve, in int amo, in float _x) { _x = clamp(_x, 0., 1.); int segments = amo / 6 - 1; for( int i = 0; i < segments; i++ ) { int ind = 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]; } #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); }