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OpenSpace/modules/globebrowsing/shaders/blending.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

114 lines
4.1 KiB
GLSL

/*****************************************************************************************
* *
* 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