/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2025 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #ifndef BLENDING_HGLSL #define BLENDING_HGLSL vec4 blendNormal(vec4 oldColor, vec4 newColor) { vec4 toReturn; toReturn.a = mix(oldColor.a, 1.0, newColor.a); toReturn.rgb = (newColor.rgb * newColor.a + oldColor.rgb * oldColor.a * (1 - newColor.a)) / toReturn.a; return toReturn; } vec4 blendMultiply(vec4 oldColor, vec4 newColor) { return oldColor * newColor; } vec4 blendAdd(vec4 oldColor, vec4 newColor) { return oldColor + newColor; } vec4 blendSubtract(vec4 oldColor, vec4 newColor) { return oldColor - newColor; } vec3 hsl2rgb(in vec3 c) { vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0); return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0)); } vec3 HueShift(in vec3 color, in float shift) { vec3 P = vec3(0.55735) * dot(vec3(0.55735), color); vec3 U = color - P; vec3 V = cross(vec3(0.55735), U); vec3 c = U * cos(shift*6.2832) + V * sin(shift*6.2832) + P; return c; } vec3 rgb2hsl(in vec3 c) { float r = c.r; float g = c.g; float b = c.b; float cMin = min(r, min(g, b)); float cMax = max(r, max(g, b)); if (cMax > cMin) { float l = (cMax + cMin) / 2.0; float cDelta = cMax - cMin; float s = (l < 0.0) ? cDelta / (cMax + cMin) : cDelta / (2.0 - (cMax + cMin)); float h = 0.0; if (r == cMax) { h = (g - b) / cDelta; } else if (g == cMax) { h = 2.0 + (b - r) / cDelta; } else { h = 4.0 + (r - g) / cDelta; } if (h < 0.0) { h += 6.0; } h = h / 6.0; return vec3(h, s, l); } else { return vec3(0.0); } } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = (c.g < c.b) ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = (c.r < p.x) ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { 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); } #endif // BLENDING_HGLSL