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-// Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos.
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-// All rights reserved.
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-// Code licensed under the BSD License.
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-// http://www.anki3d.org/LICENSE
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-
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-/*
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-** Photoshop & misc math
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-** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
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-**
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-** Romain Dura | Romz
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-** Blog: http://blog.mouaif.org
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-** Post: http://blog.mouaif.org/?p=94
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-*/
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-
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-
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-/*
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-** Desaturation
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-*/
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-
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-vec4 Desaturate(vec3 color, float Desaturation)
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-{
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- vec3 grayXfer = vec3(0.3, 0.59, 0.11);
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- vec3 gray = vec3(dot(grayXfer, color));
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- return vec4(mix(color, gray, Desaturation), 1.0);
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-}
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-
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-
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-/*
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-** Hue, saturation, luminance
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-*/
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-
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-vec3 RGBToHSL(vec3 color)
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-{
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- vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
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-
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- float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
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- float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
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- float delta = fmax - fmin; //Delta RGB value
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-
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- hsl.z = (fmax + fmin) / 2.0; // Luminance
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-
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- if (delta == 0.0) //This is a gray, no chroma...
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- {
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- hsl.x = 0.0; // Hue
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- hsl.y = 0.0; // Saturation
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- }
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- else //Chromatic data...
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- {
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- if (hsl.z < 0.5)
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- hsl.y = delta / (fmax + fmin); // Saturation
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- else
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- hsl.y = delta / (2.0 - fmax - fmin); // Saturation
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-
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- float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
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- float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
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- float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
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-
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- if (color.r == fmax )
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- hsl.x = deltaB - deltaG; // Hue
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- else if (color.g == fmax)
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- hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
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- else if (color.b == fmax)
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- hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
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-
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- if (hsl.x < 0.0)
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- hsl.x += 1.0; // Hue
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- else if (hsl.x > 1.0)
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- hsl.x -= 1.0; // Hue
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- }
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-
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- return hsl;
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-}
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-
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-float HueToRGB(float f1, float f2, float hue)
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-{
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- if (hue < 0.0)
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- hue += 1.0;
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- else if (hue > 1.0)
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- hue -= 1.0;
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- float res;
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- if ((6.0 * hue) < 1.0)
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- res = f1 + (f2 - f1) * 6.0 * hue;
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- else if ((2.0 * hue) < 1.0)
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- res = f2;
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- else if ((3.0 * hue) < 2.0)
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- res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
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- else
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- res = f1;
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- return res;
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-}
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-
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-vec3 HSLToRGB(vec3 hsl)
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-{
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- vec3 rgb;
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-
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- if (hsl.y == 0.0)
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- rgb = vec3(hsl.z); // Luminance
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- else
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- {
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- float f2;
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-
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- if (hsl.z < 0.5)
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- f2 = hsl.z * (1.0 + hsl.y);
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- else
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- f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
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-
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- float f1 = 2.0 * hsl.z - f2;
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-
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- rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
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- rgb.g = HueToRGB(f1, f2, hsl.x);
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- rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
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- }
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-
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- return rgb;
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-}
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-
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-
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-/*
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-** Contrast, saturation, brightness
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-** Code of this function is from TGM's shader pack
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-** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
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-*/
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-
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-// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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-vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
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-{
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- // Increase or decrease theese values to adjust r, g and b color channels seperately
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- const float AvgLumR = 0.5;
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- const float AvgLumG = 0.5;
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- const float AvgLumB = 0.5;
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-
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- const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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-
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- vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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- vec3 brtColor = color * brt;
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- vec3 intensity = vec3(dot(brtColor, LumCoeff));
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- vec3 satColor = mix(intensity, brtColor, sat);
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- vec3 conColor = mix(AvgLumin, satColor, con);
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- return conColor;
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-}
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-
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-
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-/*
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-** Float blending modes
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-** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
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-** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
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-*/
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-
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-#define BlendLinearDodgef BlendAddf
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-#define BlendLinearBurnf BlendSubstractf
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-#define BlendAddf(base, blend) min(base + blend, 1.0)
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-#define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0)
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-#define BlendLightenf(base, blend) max(blend, base)
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-#define BlendDarkenf(base, blend) min(blend, base)
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-#define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
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-#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend)))
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-#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
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-#define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend)))
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-#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
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-#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
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-#define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
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-#define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
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-#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
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-#define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))
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-
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-
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-/*
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-** Vector3 blending modes
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-*/
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-
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-// Component wise blending
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-#define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
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-
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-#define BlendNormal(base, blend) (blend)
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-#define BlendLighten BlendLightenf
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-#define BlendDarken BlendDarkenf
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-#define BlendMultiply(base, blend) (base * blend)
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-#define BlendAverage(base, blend) ((base + blend) / 2.0)
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-#define BlendAdd(base, blend) min(base + blend, vec3(1.0))
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-#define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0))
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-#define BlendDifference(base, blend) abs(base - blend)
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-#define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend))
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-#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend)
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-#define BlendScreen(base, blend) Blend(base, blend, BlendScreenf)
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-#define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf)
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-#define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf)
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-#define BlendHardLight(base, blend) BlendOverlay(blend, base)
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-#define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef)
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-#define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf)
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-#define BlendLinearDodge BlendAdd
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-#define BlendLinearBurn BlendSubstract
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-// Linear Light is another contrast-increasing mode
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-// If the blend color is darker than midgray, Linear Light darkens the image by decreasing the brightness. If the blend color is lighter than midgray, the result is a brighter image due to increased brightness.
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-#define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf)
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-#define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf)
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-#define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf)
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-#define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf)
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-#define BlendReflect(base, blend) Blend(base, blend, BlendReflectf)
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-#define BlendGlow(base, blend) BlendReflect(blend, base)
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-#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0))
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-#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
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-
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-
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-// Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color.
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-vec3 BlendHue(vec3 base, vec3 blend)
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-{
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- vec3 baseHSL = RGBToHSL(base);
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- return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
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-}
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-
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-// Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color.
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-vec3 BlendSaturation(vec3 base, vec3 blend)
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-{
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- vec3 baseHSL = RGBToHSL(base);
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- return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
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-}
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-
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-// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
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-vec3 BlendColor(vec3 base, vec3 blend)
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-{
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- vec3 blendHSL = RGBToHSL(blend);
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- return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
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-}
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-
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-// Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color.
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-vec3 BlendLuminosity(vec3 base, vec3 blend)
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-{
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- vec3 baseHSL = RGBToHSL(base);
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- return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
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-}
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-
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-
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-/*
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-** Gamma correction
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-** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
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-*/
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-
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-#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma)
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-
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-/*
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-** Levels control (input (+gamma), output)
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-** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
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-*/
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-
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-#define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
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-#define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
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-#define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color)
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-#define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)
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-
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-
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