Pixel-Composer/shaders/sh_blend_luma/sh_blend_luma.fsh
2023-09-19 12:53:24 +02:00

111 lines
2.2 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int tile_type;
uniform int useMask;
uniform int preserveAlpha;
uniform sampler2D mask;
uniform sampler2D fore;
uniform float opacity;
float sampleMask() {
if(useMask == 0) return 1.;
vec4 m = texture2D( mask, v_vTexcoord );
return (m.r + m.g + m.b) / 3. * m.a;
}
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 );
}
void main() {
vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
vec3 _hsl0 = rgb2hsl(_col0.rgb);
vec2 fore_tex = v_vTexcoord;
if(tile_type == 0)
fore_tex = v_vTexcoord;
else if(tile_type == 1)
fore_tex = fract(v_vTexcoord * dimension);
vec4 _col1 = texture2D( fore, fore_tex );
vec3 _hsl1 = rgb2hsl(_col1.rgb);
_hsl0.z = mix(_hsl0.z, _hsl1.z, _col1.a * opacity * sampleMask());
float al = _col1.a + _col0.a * (1. - _col1.a);
vec4 res = vec4(hsl2rgb(_hsl0), _col0.a);
res.rgb /= al;
res.a = preserveAlpha == 1? _col0.a : res.a;
gl_FragColor = res;
}