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						58b304ae2e | ||
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						89bb3e85fd | 
					 4 changed files with 30 additions and 52 deletions
				
			
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			@ -1,48 +1,36 @@
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uniform sampler2D inputTexture;
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uniform float hueAdjust;
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uniform sampler2D texture;
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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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	const vec4  kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
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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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	vec4 color = texture2D (texture, v_texCoord.xy);
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	vec3 hsv = rgb2hsv(color.rgb);
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	const vec4  kYIQToR      = vec4 (1.0, 0.956, 0.621, 0.0);
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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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	hsv.x += hueAdjust;
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	color.rgb = hsv2rgb(hsv);
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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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	gl_FragColor = color;
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}
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			@ -854,13 +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 parameter */
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	hue = wrapRange(hue, 0, 359);
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	float hueAdj = -((M_PI * 2) / 360) * hue;
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	HueShader &shader = shState->shaders().hue;
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	shader.bind();
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	shader.setHueAdjust(hueAdj);
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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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			@ -551,7 +551,6 @@ HueShader::HueShader()
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	ShaderBase::init();
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	GET_U(hueAdjust);
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	GET_U(inputTexture);
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}
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void HueShader::setHueAdjust(float value)
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			@ -559,11 +558,6 @@ void HueShader::setHueAdjust(float value)
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	gl.Uniform1f(u_hueAdjust, 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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SimpleMatrixShader::SimpleMatrixShader()
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{
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			@ -241,10 +241,9 @@ public:
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	HueShader();
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	void setHueAdjust(float value);
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	void setInputTexture(TEX::ID tex);
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private:
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	GLint u_hueAdjust, u_inputTexture;
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	GLint u_hueAdjust;
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};
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class SimpleMatrixShader : public ShaderBase
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