axmol/core/renderer/shaders/hsv.frag

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#version 310 es
precision highp float;
precision highp int;
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layout(location = 0) in vec2 v_texCoord;
layout(location = 1) in vec4 v_fragmentColor;
layout(binding = 0) uniform sampler2D u_tex0;
// HSV matrix
// filter color RGB values
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layout(std140) uniform fs_ub {
mat3 u_mix_hsv;
vec3 u_filter_rgb;
};
vec3 rgb2hsv(vec3 c)
{
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 = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
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);
}
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layout(location = 0) out vec4 FragColor;
void main()
{
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vec4 pixColor = texture(u_tex0, v_texCoord); // * v_fragmentColor;
vec3 rgbColor = u_mix_hsv * pixColor.rgb;
float sum = pixColor.r + pixColor.g + pixColor.b;
float rv = pixColor.r / sum;
float gv = pixColor.g / sum;
float bv = pixColor.b / sum;
if( (rv < u_filter_rgb.r && gv < u_filter_rgb.g && bv < u_filter_rgb.b) || pixColor.a < 0.1)
{ // color filters, resume to original color
rgbColor = pixColor.rgb;
rgbColor.r *= v_fragmentColor.a;
rgbColor.g *= v_fragmentColor.a;
rgbColor.b *= v_fragmentColor.a;
}
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rgbColor.rgb = rgbColor.rgb * v_fragmentColor.rgb;
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FragColor = vec4(rgbColor, pixColor.a * v_fragmentColor.a);
}