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