mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
201 lines
5.5 KiB
GLSL
201 lines
5.5 KiB
GLSL
#ifdef _YY_HLSL11_
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#define PALETTE_LIMIT 1024
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#else
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#define PALETTE_LIMIT 256
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#endif
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 samplerDimension;
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uniform sampler2D samplers;
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uniform float samplerColumn;
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uniform int amount;
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uniform int sampleMode;
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uniform int matchMode;
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uniform int blendMode;
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uniform float blendIntensity;
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#region //////////////////////////////////// GRADIENT ////////////////////////////////////
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#define GRADIENT_LIMIT 128
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uniform int gradient_blend;
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uniform vec4 gradient_color[GRADIENT_LIMIT];
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uniform float gradient_time[GRADIENT_LIMIT];
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uniform int gradient_keys;
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uniform int gradient_use_map;
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uniform vec4 gradient_map_range;
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uniform sampler2D gradient_map;
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vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
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vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
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vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
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vec3 k1 = linearToGamma(c1);
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vec3 k2 = linearToGamma(c2);
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return gammaToLinear(mix(k1, k2, t));
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} #endregion
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vec3 rgb2oklab(vec3 c) { #region
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const mat3 kCONEtoLMS = mat3(
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0.4121656120, 0.2118591070, 0.0883097947,
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0.5362752080, 0.6807189584, 0.2818474174,
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0.0514575653, 0.1074065790, 0.6302613616);
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c = pow(c, vec3(2.2));
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c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) );
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return c;
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} #endregion
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vec3 oklab2rgb(vec3 c) { #region
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const mat3 kLMStoCONE = mat3(
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4.0767245293, -1.2681437731, -0.0041119885,
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-3.3072168827, 2.6093323231, -0.7034763098,
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0.2307590544, -0.3411344290, 1.7068625689);
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c = kLMStoCONE * (c * c * c);
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c = pow(c, vec3(1. / 2.2));
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return c;
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} #endregion
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vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region
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vec3 k1 = rgb2oklab(c1);
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vec3 k2 = rgb2oklab(c2);
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return oklab2rgb(mix(k1, k2, t));
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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 hueDist(float a0, float a1, float t) { #region
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float da = fract(a1 - a0);
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float ds = fract(2. * da) - da;
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return a0 + ds * t;
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} #endregion
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vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region
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vec3 h1 = rgb2hsv(c1);
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vec3 h2 = rgb2hsv(c2);
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vec3 h = vec3(0.);
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h.x = h.x + hueDist(h1.x, h2.x, t);
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h.y = mix(h1.y, h2.y, t);
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h.z = mix(h1.z, h2.z, t);
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return hsv2rgb(h);
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} #endregion
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vec4 gradientEval(in float prog) { #region
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if(gradient_use_map == 1) {
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vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog);
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return texture2D( gradient_map, samplePos );
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}
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vec4 col = vec4(0.);
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for(int i = 0; i < GRADIENT_LIMIT; i++) {
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if(gradient_time[i] == prog) {
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col = gradient_color[i];
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break;
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} else if(gradient_time[i] > prog) {
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if(i == 0)
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col = gradient_color[i];
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else {
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float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
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vec3 c0 = gradient_color[i - 1].rgb;
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vec3 c1 = gradient_color[i].rgb;
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float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
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if(gradient_blend == 0)
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col = vec4(mix(c0, c1, t), a);
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else if(gradient_blend == 1)
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col = gradient_color[i - 1];
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else if(gradient_blend == 2)
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col = vec4(hsvMix(c0, c1, t), a);
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else if(gradient_blend == 3)
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col = vec4(oklabMax(c0, c1, t), a);
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else if(gradient_blend == 4)
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col = vec4(rgbMix(c0, c1, t), a);
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}
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break;
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}
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if(i >= gradient_keys - 1) {
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col = gradient_color[gradient_keys - 1];
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break;
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}
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}
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return col;
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} #endregion
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#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
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float bright(vec4 c) { return dot(c.rgb, vec3(0.2126, 0.7152, 0.0722)); }
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float colorCompare(vec4 c1, vec4 c2) {
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if(matchMode == 0) return abs(bright(c1) - bright(c2));
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else if(matchMode == 1) return distance(c1.rgb, c2.rgb);
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else if(matchMode == 2) return abs(rgb2hsv(c1.rgb)[0] - rgb2hsv(c2.rgb)[0]);
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return 0.;
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}
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void main() {
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vec2 tx = v_vTexcoord * dimension;
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vec2 ftx = mod(tx, samplerDimension);
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vec2 stx = tx - ftx;
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vec4 base = texture2D( gm_BaseTexture, stx / dimension);
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// gl_FragColor = vec4(ftx / samplerDimension, 0., 1.); return;
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int matchIndex = 0;
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float minDiff = 9999.;
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for(int i = 0; i < amount; i++) {
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vec4 clr = gradientEval(float(i) / (float(amount) - 1.));
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float dif = colorCompare(base, clr);
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if(dif < minDiff) {
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minDiff = dif;
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matchIndex = i;
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}
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}
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float row = floor(float(matchIndex) / samplerColumn);
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float col = float(matchIndex) - row * samplerColumn;
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float tsx = col * samplerDimension.x;
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float tsy = row * samplerDimension.y;
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vec2 tpos = vec2(tsx, tsy) + ftx;
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vec4 samp = texture2D( samplers, tpos / 8192.);
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vec4 smpb = samp;
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if(blendMode == 1) smpb = samp * base;
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gl_FragColor = mix(samp, smpb, blendIntensity);
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}
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