Pixel-Composer/shaders/sh_gradient/sh_gradient.fsh

224 lines
6.0 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define TAU 6.283185307179586
uniform vec2 center;
uniform vec2 dimension;
uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
uniform vec2 radius;
uniform int radiusUseSurf;
uniform sampler2D radiusSurf;
uniform vec2 shift;
uniform int shiftUseSurf;
uniform sampler2D shiftSurf;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform int type;
uniform int gradient_loop;
uniform int uniAsp;
#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 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = linearToGamma(c1);
vec3 k2 = linearToGamma(c2);
return gammaToLinear(mix(k1, k2, t));
} #endregion
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 );
}
for(int i = 0; i < GRADIENT_LIMIT; i++) {
if(gradient_time[i] == prog) {
return gradient_color[i];
} else if(gradient_time[i] > prog) {
if(i == 0)
return gradient_color[i];
else {
float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
vec3 c0 = gradient_color[i - 1].rgb;
vec3 c1 = gradient_color[i].rgb;
float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
if(gradient_blend == 0)
return vec4(mix(c0, c1, t), a);
else if(gradient_blend == 1)
return gradient_color[i - 1];
else if(gradient_blend == 2)
return vec4(hsvMix(c0, c1, t), a);
else if(gradient_blend == 3)
return vec4(oklabMax(c0, c1, t), a);
else if(gradient_blend == 4)
return vec4(rgbMix(c0, c1, t), a);
}
break;
}
if(i >= gradient_keys - 1)
return gradient_color[gradient_keys - 1];
}
return gradient_color[gradient_keys - 1];
} #endregion
#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
void main() {
#region params
float ang = angle.x;
if(angleUseSurf == 1) {
vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
ang = radians(ang);
float rad = radius.x;
if(radiusUseSurf == 1) {
vec4 _vMap = texture2D( radiusSurf, v_vTexcoord );
rad = mix(radius.x, radius.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
rad *= sqrt(2.);
float shf = shift.x;
if(shiftUseSurf == 1) {
vec4 _vMap = texture2D( shiftSurf, v_vTexcoord );
shf = mix(shift.x, shift.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float sca = scale.x;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
vec2 asp = dimension / dimension.y;
float prog = 0.;
if(type == 0) {
prog = .5 + (v_vTexcoord.x - center.x) * cos(ang) - (v_vTexcoord.y - center.y) * sin(ang);
} else if(type == 1) {
if(uniAsp == 0) prog = distance(v_vTexcoord, center) / rad;
else prog = distance(v_vTexcoord * asp, center * asp) / rad;
} else if(type == 2) {
vec2 _p = v_vTexcoord - center;
if(uniAsp == 1) _p *= asp;
float _a = atan(_p.y, _p.x) + ang;
prog = (_a - floor(_a / TAU) * TAU) / TAU;
}
prog = (prog + shf - 0.5) * sca + 0.5;
if(gradient_loop == 1) {
prog = fract(prog < 0.? 1. - abs(prog) : prog);
} else if(gradient_loop == 2) {
prog = mod(abs(prog), 2.);
if(prog >= 1.) prog = 2. - prog;
}
vec4 col = gradientEval(prog);
gl_FragColor = vec4(col.rgb, col.a * texture2D( gm_BaseTexture, v_vTexcoord ).a);
}