enve/examples/shaderEffects/eColorize2.frag

83 lines
2.5 KiB
GLSL
Raw Permalink Normal View History

// enve - 2D animations software
// Copyright (C) 2016-2020 Maurycy Liebner
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#version 330 core
layout(location = 0) out vec4 fragColor;
in vec2 texCoord;
uniform sampler2D texture;
uniform vec4 colorizeColor;
vec3 HUEtoRGB(in float H) {
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return clamp(vec3(R,G,B), 0., 1.);
}
float Epsilon = 1e-10;
vec3 RGBtoHCV(in vec3 RGB) {
// Based on work by Sam Hocevar and Emil Persson
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return vec3(H, C, Q.x);
}
vec3 HSLtoRGB(in vec3 HSL) {
vec3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
vec3 RGBtoHSL(in vec3 RGB) {
vec3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return vec3(HCV.x, S, L);
}
void main(void) {
vec4 texColor = texture2D(texture, texCoord);
if(texColor.a < 0.00001f) {
fragColor = texColor;
} else {
vec3 hslColorize = RGBtoHSL(colorizeColor.rgb);
float hue = hslColorize.x;
float saturation = hslColorize.y;
float lightness = hslColorize.z;
float alpha = colorizeColor.a;
vec4 tmpColor = texColor;
tmpColor.rgb /= tmpColor.a;
tmpColor.xyz = RGBtoHSL(tmpColor.rgb);
tmpColor.x = hue;
tmpColor.y = saturation;
tmpColor.z = clamp(tmpColor.z + lightness, 0., 1.);
tmpColor.rgb = HSLtoRGB(tmpColor.xyz) * tmpColor.a;
if(alpha > 0.99999f) {
fragColor = tmpColor;
} else {
fragColor = tmpColor*alpha + texColor*(1 - alpha);
}
}
}