mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
109 lines
3.1 KiB
GLSL
109 lines
3.1 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform int useMask;
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uniform sampler2D mask;
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uniform vec4 colorFrom[32];
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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 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,
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0.2126, 0.7152, 0.0722,
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0.0193, 0.1192, 0.9505 );
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} #endregion
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vec3 xyz2lab( vec3 c ) { #region
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vec3 n = c / vec3( 95.047, 100, 108.883 );
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vec3 v;
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v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
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v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
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v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
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return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
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} #endregion
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vec3 rgb2lab(vec3 c) { #region
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vec3 lab = xyz2lab( rgb2xyz( c ) );
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return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
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} #endregion
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vec3 rgb2hsv(vec3 c) { #region
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 0.0000000001;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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} #endregion
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vec3 hsv2rgb(vec3 c) { #region
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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} #endregion
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float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); }
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void main() {
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 baseColor;
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if(inverted == 0)
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baseColor = col;
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else if(inverted == 1) {
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baseColor = vec4(vec3(0.), 1.);
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if(useMask == 1) {
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vec4 m = texture2D( mask, v_vTexcoord );
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if((m.r + m.g + m.b) * m.a < .5) {
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gl_FragColor = baseColor;
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return;
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}
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}
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}
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vec3 hsv = rgb2hsv(col.rgb);
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if(alphacmp == 1) hsv *= col.a;
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float min_df = treshold;
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int min_index = 0;
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for(int i = 0; i < colorFrom_amo; i++) {
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vec3 hsvFrom = rgb2hsv(colorFrom[i].rgb);
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float df = length(hsv - hsvFrom);
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if(df < min_df) {
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min_df = df;
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min_index = i;
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}
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}
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vec4 clr = colorTo[int(round(float(min_index) / float(colorFrom_amo - 1) * float(colorTo_amo - 1)))];
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if(min_df < treshold) {
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if(hardReplace == 0) {
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float rat = min_df / treshold;
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gl_FragColor = baseColor * (rat) + clr * (1. - rat);
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} else
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gl_FragColor = clr;
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} else
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gl_FragColor = baseColor;
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if(inverted == 0)
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gl_FragColor.a = col.a;
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}
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