RGB rotation
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0ec1fce4ac
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@ -1,48 +1,12 @@
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uniform sampler2D inputTexture;
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uniform sampler2D texture;
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uniform float hueAdjust;
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uniform lowp mat3 rotationMat;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main ()
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void main ()
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{
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{
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const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
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vec4 color = texture2D (texture, v_texCoord.xy);
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const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0);
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const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0);
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const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0);
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gl_FragColor = vec4(rotationMat * color.rgb, color.a);
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const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0);
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const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0);
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/* Sample the input pixel */
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vec4 color = texture2D (inputTexture, v_texCoord.xy);
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/* Convert to YIQ */
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float YPrime = dot (color, kRGBToYPrime);
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float I = dot (color, kRGBToI);
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float Q = dot (color, kRGBToQ);
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/* Calculate the hue and chroma */
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float hue = atan (Q, I);
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float chroma = sqrt (I * I + Q * Q);
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/* Make the user's adjustments */
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hue += hueAdjust;
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/* Remember old I and color */
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float IOriginal = I;
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vec4 coOriginal = color;
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/* Convert back to YIQ */
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Q = chroma * sin (hue);
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I = chroma * cos (hue);
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/* Convert back to RGB */
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vec4 yIQ = vec4 (YPrime, I, Q, 0.0);
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color.r = dot (yIQ, kYIQToR);
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color.g = dot (yIQ, kYIQToG);
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color.b = dot (yIQ, kYIQToB);
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/* Save the result */
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gl_FragColor = (IOriginal == 0.0) ? coOriginal : color;
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}
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}
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@ -29,6 +29,8 @@
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#include <pixman.h>
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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-util.h"
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#include "gl-meta.h"
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#include "gl-meta.h"
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#include "quad.h"
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#include "quad.h"
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@ -854,13 +856,28 @@ void Bitmap::hueChange(int hue)
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quad.setTexPosRect(texRect, texRect);
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quad.setTexPosRect(texRect, texRect);
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quad.setColor(Vec4(1, 1, 1, 1));
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quad.setColor(Vec4(1, 1, 1, 1));
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/* Calculate hue parameter */
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/* Calculate hue rotation matrix */
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hue = wrapRange(hue, 0, 359);
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hue = wrapRange(hue, 0, 359);
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float hueAdj = -((M_PI * 2) / 360) * hue;
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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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HueShader &shader = shState->shaders().hue;
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shader.bind();
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shader.bind();
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shader.setHueAdjust(hueAdj);
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shader.setRotationMat(mat);
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FBO::bind(newTex.fbo);
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FBO::bind(newTex.fbo);
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p->pushSetViewport(shader);
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p->pushSetViewport(shader);
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@ -90,6 +90,7 @@ 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 _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 _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 _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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typedef void (APIENTRYP _PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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/* Vertex attribute */
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/* Vertex attribute */
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@ -174,6 +175,7 @@ typedef void (APIENTRYP _PFNGLRELEASESHADERCOMPILERPROC) (void);
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GL_FUN(Uniform2f, _PFNGLUNIFORM2FPROC) \
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GL_FUN(Uniform2f, _PFNGLUNIFORM2FPROC) \
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GL_FUN(Uniform4f, _PFNGLUNIFORM4FPROC) \
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GL_FUN(Uniform4f, _PFNGLUNIFORM4FPROC) \
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GL_FUN(Uniform1i, _PFNGLUNIFORM1IPROC) \
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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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GL_FUN(UniformMatrix4fv, _PFNGLUNIFORMMATRIX4FVPROC) \
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/* Vertex attribute */ \
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/* Vertex attribute */ \
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GL_FUN(BindAttribLocation, _PFNGLBINDATTRIBLOCATIONPROC) \
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GL_FUN(BindAttribLocation, _PFNGLBINDATTRIBLOCATIONPROC) \
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@ -550,18 +550,12 @@ HueShader::HueShader()
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ShaderBase::init();
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ShaderBase::init();
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GET_U(hueAdjust);
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GET_U(rotationMat);
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GET_U(inputTexture);
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}
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}
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void HueShader::setHueAdjust(float value)
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void HueShader::setRotationMat(const float value[9])
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{
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{
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gl.Uniform1f(u_hueAdjust, value);
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gl.UniformMatrix3fv(u_rotationMat, 1, GL_FALSE, value);
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}
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void HueShader::setInputTexture(TEX::ID tex)
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{
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setTexUniform(u_inputTexture, 0, tex);
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}
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}
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@ -240,11 +240,10 @@ class HueShader : public ShaderBase
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public:
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public:
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HueShader();
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HueShader();
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void setHueAdjust(float value);
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void setRotationMat(const float value[9]);
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void setInputTexture(TEX::ID tex);
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private:
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private:
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GLint u_hueAdjust, u_inputTexture;
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GLint u_rotationMat;
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};
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};
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class SimpleMatrixShader : public ShaderBase
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class SimpleMatrixShader : public ShaderBase
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