mirror of
https://github.com/MaurycyLiebner/enve.git
synced 2024-11-21 17:32:09 +00:00
83 lines
2.5 KiB
GLSL
Executable File
83 lines
2.5 KiB
GLSL
Executable File
// enve - 2D animations software
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// Copyright (C) 2016-2020 Maurycy Liebner
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#version 330 core
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layout(location = 0) out vec4 fragColor;
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in vec2 texCoord;
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uniform sampler2D texture;
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uniform vec4 colorizeColor;
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vec3 HUEtoRGB(in float H) {
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float R = abs(H * 6 - 3) - 1;
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float G = 2 - abs(H * 6 - 2);
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float B = 2 - abs(H * 6 - 4);
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return clamp(vec3(R,G,B), 0., 1.);
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}
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float Epsilon = 1e-10;
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vec3 RGBtoHCV(in vec3 RGB) {
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// Based on work by Sam Hocevar and Emil Persson
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vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
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vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
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float C = Q.x - min(Q.w, Q.y);
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float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
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return vec3(H, C, Q.x);
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}
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vec3 HSLtoRGB(in vec3 HSL) {
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vec3 RGB = HUEtoRGB(HSL.x);
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float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
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return (RGB - 0.5) * C + HSL.z;
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}
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vec3 RGBtoHSL(in vec3 RGB) {
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vec3 HCV = RGBtoHCV(RGB);
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float L = HCV.z - HCV.y * 0.5;
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float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
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return vec3(HCV.x, S, L);
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}
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void main(void) {
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vec4 texColor = texture2D(texture, texCoord);
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if(texColor.a < 0.00001f) {
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fragColor = texColor;
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} else {
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vec3 hslColorize = RGBtoHSL(colorizeColor.rgb);
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float hue = hslColorize.x;
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float saturation = hslColorize.y;
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float lightness = hslColorize.z;
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float alpha = colorizeColor.a;
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vec4 tmpColor = texColor;
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tmpColor.rgb /= tmpColor.a;
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tmpColor.xyz = RGBtoHSL(tmpColor.rgb);
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tmpColor.x = hue;
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tmpColor.y = saturation;
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tmpColor.z = clamp(tmpColor.z + lightness, 0., 1.);
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tmpColor.rgb = HSLtoRGB(tmpColor.xyz) * tmpColor.a;
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if(alpha > 0.99999f) {
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fragColor = tmpColor;
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} else {
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fragColor = tmpColor*alpha + texColor*(1 - alpha);
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}
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}
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}
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