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2 Commits

Author SHA1 Message Date
Jonas Kulla 58b304ae2e HSV shift 2016-10-04 16:13:27 +02:00
Jonas Kulla 89bb3e85fd RGB rotation 2016-10-04 15:16:57 +02:00
4 changed files with 30 additions and 52 deletions

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@ -1,48 +1,36 @@
uniform sampler2D inputTexture; uniform sampler2D texture;
uniform float hueAdjust; uniform mediump float hueAdjust;
varying vec2 v_texCoord; varying vec2 v_texCoord;
/* Source: gamedev.stackexchange.com/a/59808/24839 */
vec3 rgb2hsv(vec3 c)
{
const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
/* Avoid divide-by-zero situations by adding a very tiny delta */
const float eps = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x);
}
vec3 hsv2rgb(vec3 c)
{
const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main () void main ()
{ {
const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0); vec4 color = texture2D (texture, v_texCoord.xy);
const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0); vec3 hsv = rgb2hsv(color.rgb);
const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0);
const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0); hsv.x += hueAdjust;
const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0); color.rgb = hsv2rgb(hsv);
const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0);
/* Sample the input pixel */ gl_FragColor = color;
vec4 color = texture2D (inputTexture, v_texCoord.xy);
/* Convert to YIQ */
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
/* Calculate the hue and chroma */
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
/* Make the user's adjustments */
hue += hueAdjust;
/* Remember old I and color */
float IOriginal = I;
vec4 coOriginal = color;
/* Convert back to YIQ */
Q = chroma * sin (hue);
I = chroma * cos (hue);
/* Convert back to RGB */
vec4 yIQ = vec4 (YPrime, I, Q, 0.0);
color.r = dot (yIQ, kYIQToR);
color.g = dot (yIQ, kYIQToG);
color.b = dot (yIQ, kYIQToB);
/* Save the result */
gl_FragColor = (IOriginal == 0.0) ? coOriginal : color;
} }

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@ -854,13 +854,10 @@ void Bitmap::hueChange(int hue)
quad.setTexPosRect(texRect, texRect); quad.setTexPosRect(texRect, texRect);
quad.setColor(Vec4(1, 1, 1, 1)); quad.setColor(Vec4(1, 1, 1, 1));
/* Calculate hue parameter */
hue = wrapRange(hue, 0, 359);
float hueAdj = -((M_PI * 2) / 360) * hue;
HueShader &shader = shState->shaders().hue; HueShader &shader = shState->shaders().hue;
shader.bind(); shader.bind();
shader.setHueAdjust(hueAdj); /* Shader expects normalized value */
shader.setHueAdjust(wrapRange(hue, 0, 359) / 360.0f);
FBO::bind(newTex.fbo); FBO::bind(newTex.fbo);
p->pushSetViewport(shader); p->pushSetViewport(shader);

View File

@ -551,7 +551,6 @@ HueShader::HueShader()
ShaderBase::init(); ShaderBase::init();
GET_U(hueAdjust); GET_U(hueAdjust);
GET_U(inputTexture);
} }
void HueShader::setHueAdjust(float value) void HueShader::setHueAdjust(float value)
@ -559,11 +558,6 @@ void HueShader::setHueAdjust(float value)
gl.Uniform1f(u_hueAdjust, value); gl.Uniform1f(u_hueAdjust, value);
} }
void HueShader::setInputTexture(TEX::ID tex)
{
setTexUniform(u_inputTexture, 0, tex);
}
SimpleMatrixShader::SimpleMatrixShader() SimpleMatrixShader::SimpleMatrixShader()
{ {

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@ -241,10 +241,9 @@ public:
HueShader(); HueShader();
void setHueAdjust(float value); void setHueAdjust(float value);
void setInputTexture(TEX::ID tex);
private: private:
GLint u_hueAdjust, u_inputTexture; GLint u_hueAdjust;
}; };
class SimpleMatrixShader : public ShaderBase class SimpleMatrixShader : public ShaderBase