HSV shift
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					 5 changed files with 33 additions and 31 deletions
				
			
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			@ -1,12 +1,36 @@
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uniform sampler2D texture;
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uniform lowp mat3 rotationMat;
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uniform mediump float hueAdjust;
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varying vec2 v_texCoord;
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/* Source: gamedev.stackexchange.com/a/59808/24839 */
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vec3 rgb2hsv(vec3 c)
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{
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	const 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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	/* Avoid divide-by-zero situations by adding a very tiny delta */
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	const float eps = 1.0e-10;
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	return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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	const 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 color = texture2D (texture, v_texCoord.xy);
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	vec3 hsv = rgb2hsv(color.rgb);
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	gl_FragColor = vec4(rotationMat * color.rgb, color.a);
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	hsv.x += hueAdjust;
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	color.rgb = hsv2rgb(hsv);
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	gl_FragColor = color;
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}
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			@ -29,8 +29,6 @@
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#include <pixman.h>
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#include <math.h>
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#include "gl-util.h"
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#include "gl-meta.h"
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#include "quad.h"
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			@ -856,28 +854,10 @@ void Bitmap::hueChange(int hue)
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	quad.setTexPosRect(texRect, texRect);
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	quad.setColor(Vec4(1, 1, 1, 1));
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	/* Calculate hue rotation matrix */
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	hue = wrapRange(hue, 0, 359);
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	float hueRad = (M_PI / 180.0f) * hue;
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	float x = cos(hueRad);
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	float y = sin(hueRad);
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	float a = (1.0f - x) / 3.0f;
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	float b = sqrt(1.0f / 3.0f) * y;
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	float mat[9];
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	mat[0] = x + a;
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	mat[1] = a + b;
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	mat[2] = a - b;
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	mat[3] = mat[2];
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	mat[4] = mat[0];
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	mat[5] = mat[1];
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	mat[6] = mat[1];
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	mat[7] = mat[2];
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	mat[8] = mat[0];
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	HueShader &shader = shState->shaders().hue;
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	shader.bind();
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	shader.setRotationMat(mat);
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	/* Shader expects normalized value */
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	shader.setHueAdjust(wrapRange(hue, 0, 359) / 360.0f);
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	FBO::bind(newTex.fbo);
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	p->pushSetViewport(shader);
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			@ -90,7 +90,6 @@ typedef void (APIENTRYP _PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
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typedef void (APIENTRYP _PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
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typedef void (APIENTRYP _PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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typedef void (APIENTRYP _PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
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typedef void (APIENTRYP _PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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typedef void (APIENTRYP _PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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/* Vertex attribute */
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			@ -175,7 +174,6 @@ typedef void (APIENTRYP _PFNGLRELEASESHADERCOMPILERPROC) (void);
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	GL_FUN(Uniform2f, _PFNGLUNIFORM2FPROC) \
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	GL_FUN(Uniform4f, _PFNGLUNIFORM4FPROC) \
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	GL_FUN(Uniform1i, _PFNGLUNIFORM1IPROC) \
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	GL_FUN(UniformMatrix3fv, _PFNGLUNIFORMMATRIX3FVPROC) \
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	GL_FUN(UniformMatrix4fv, _PFNGLUNIFORMMATRIX4FVPROC) \
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	/* Vertex attribute */ \
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	GL_FUN(BindAttribLocation, _PFNGLBINDATTRIBLOCATIONPROC) \
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			@ -550,12 +550,12 @@ HueShader::HueShader()
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	ShaderBase::init();
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	GET_U(rotationMat);
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	GET_U(hueAdjust);
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}
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void HueShader::setRotationMat(const float value[9])
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void HueShader::setHueAdjust(float value)
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{
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	gl.UniformMatrix3fv(u_rotationMat, 1, GL_FALSE, value);
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	gl.Uniform1f(u_hueAdjust, value);
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}
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			@ -240,10 +240,10 @@ class HueShader : public ShaderBase
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public:
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	HueShader();
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	void setRotationMat(const float value[9]);
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	void setHueAdjust(float value);
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private:
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	GLint u_rotationMat;
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	GLint u_hueAdjust;
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};
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class SimpleMatrixShader : public ShaderBase
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