2020-10-16 16:23:14 +08:00
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2023-08-13 00:24:35 +08:00
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const char* hsv_frag = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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2020-10-16 16:23:14 +08:00
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2023-08-13 00:24:35 +08:00
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varying vec2 v_texCoord;
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varying vec4 v_fragmentColor;
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uniform sampler2D u_tex0;
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2020-10-16 16:23:14 +08:00
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2023-08-13 00:24:35 +08:00
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// HSV matrix
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uniform mat3 u_mix_hsv;
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2020-10-16 16:23:14 +08:00
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2023-08-13 00:24:35 +08:00
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// filter color RGB values
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uniform vec3 u_filter_rgb;
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2023-08-10 18:36:45 +08:00
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2023-08-13 00:24:35 +08:00
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vec3 rgb2hsv(vec3 c)
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{
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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 = 1.0e-10;
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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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}
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vec3 hsv2rgb(vec3 c)
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2023-08-10 18:53:35 +08:00
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{
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2023-08-13 00:24:35 +08:00
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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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}
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void main()
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{
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vec4 pixColor = texture2D(u_tex0, v_texCoord); // * v_fragmentColor;
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vec3 rgbColor = u_mix_hsv * pixColor.rgb;
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float sum = pixColor.r + pixColor.g + pixColor.b;
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float rv = pixColor.r / sum;
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float gv = pixColor.g / sum;
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float bv = pixColor.b / sum;
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if( (rv < u_filter_rgb.r && gv < u_filter_rgb.g && bv < u_filter_rgb.b) || pixColor.a < 0.1)
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{ // color filters, resume to original color
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rgbColor = pixColor.rgb;
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rgbColor.r *= v_fragmentColor.a;
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rgbColor.g *= v_fragmentColor.a;
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rgbColor.b *= v_fragmentColor.a;
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}
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2020-10-16 17:23:29 +08:00
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2023-08-13 00:24:35 +08:00
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rgbColor.rgb = rgbColor.rgb * v_fragmentColor.rgb;
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gl_FragColor = vec4(rgbColor, pixColor.a * v_fragmentColor.a);
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2020-10-16 16:23:14 +08:00
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}
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2023-08-13 00:24:35 +08:00
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)";
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