fix shaders format

This commit is contained in:
2019-02-21 21:51:55 +01:00
parent 78ca0ee6ad
commit 39ee7289c5
26 changed files with 390 additions and 176 deletions

View File

@@ -1,20 +1,76 @@
mediump vec3 blend_normal(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{ return mix(base.rgb, stroke.rgb, stroke.a/alpha_tot); }
mediump vec3 blend_multiply(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{ return mix(stroke.rgb, mix(base.rgb, base.rgb*stroke.rgb, stroke.a/alpha_tot), base.a/alpha_tot); }
mediump vec3 blend_screen(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{ return mix(stroke.rgb, mix(base.rgb, 1.0-(1.0-base.rgb)*(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }
mediump vec3 blend_colorDodge(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{ return mix(stroke.rgb, mix(base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot), base.a/alpha_tot); }
mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{ return mix(stroke.rgb, mix(base.rgb, mix(2.0*base.rgb*stroke.rgb, 1.0-2.0*(1.0-base.rgb)*(1.0-stroke.rgb), floor(base.rgb*2.0)), stroke.a/alpha_tot), base.a/alpha_tot); }
mediump vec4 blend(mediump vec4 base, mediump vec4 stroke, int mode) {
mediump float contribution = (1.0 - base.a) * stroke.a;
mediump float alpha_tot = base.a + contribution;
if (mode == 0) return vec4(blend_normal(base, stroke, alpha_tot), alpha_tot);
else if (mode == 1) return vec4(blend_multiply(base, stroke, alpha_tot), alpha_tot);
else if (mode == 2) return vec4(blend_screen(base, stroke, alpha_tot), alpha_tot);
else if (mode == 3) return vec4(blend_colorDodge(base, stroke, alpha_tot), alpha_tot);
else if (mode == 4) return vec4(blend_overlay(base, stroke, alpha_tot), alpha_tot);
else return vec4(1.0, 0.0, 0.0, 1.0);
{
return mix(
base.rgb,
stroke.rgb,
stroke.a/alpha_tot
);
}
mediump vec3 blend_multiply(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{
return mix(
stroke.rgb,
mix(
base.rgb,
base.rgb*stroke.rgb,
stroke.a/alpha_tot
),
base.a/alpha_tot
);
}
mediump vec3 blend_screen(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{
return mix(
stroke.rgb,
mix(
base.rgb,
1.0-(1.0-base.rgb)*(1.0-stroke.rgb),
stroke.a/alpha_tot
),
base.a/alpha_tot
);
}
mediump vec3 blend_colorDodge(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{
return mix(
stroke.rgb,
mix(
base.rgb,
base.rgb/(1.0-stroke.rgb),
stroke.a/alpha_tot
),
base.a/alpha_tot
);
}
mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
{
return mix(
stroke.rgb,
mix(
base.rgb,
mix(
2.0*base.rgb*stroke.rgb,
1.0-2.0*(1.0-base.rgb)*(1.0-stroke.rgb),
floor(base.rgb*2.0)
),
stroke.a/alpha_tot
),
base.a/alpha_tot
);
}
mediump vec4 blend(mediump vec4 base, mediump vec4 stroke, int mode)
{
mediump float contribution = (1.0 - base.a) * stroke.a;
mediump float alpha_tot = base.a + contribution;
if (mode == 0) return vec4(blend_normal(base, stroke, alpha_tot), alpha_tot);
else if (mode == 1) return vec4(blend_multiply(base, stroke, alpha_tot), alpha_tot);
else if (mode == 2) return vec4(blend_screen(base, stroke, alpha_tot), alpha_tot);
else if (mode == 3) return vec4(blend_colorDodge(base, stroke, alpha_tot), alpha_tot);
else if (mode == 4) return vec4(blend_overlay(base, stroke, alpha_tot), alpha_tot);
else return vec4(1.0, 0.0, 0.0, 1.0);
}

View File

@@ -2,16 +2,19 @@ mediump vec3 brightness3(mediump vec3 c, mediump float val)
{
return clamp(c + vec3(val * 2.0 - 1.0), vec3(0), vec3(1));
}
mediump vec3 contrast3(mediump vec3 c, mediump float val)
{
val = val * 2.0 - 1.0;
mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));
return clamp(factor * (c - 0.5) + 0.5, vec3(0), vec3(1));
}
mediump float brightness1(mediump float c, mediump float val)
{
return clamp(c + (val * 2.0 - 1.0), 0.0, 1.0);
}
mediump float contrast1(mediump float c, mediump float val)
{
val = val * 2.0 - 1.0;

View File

@@ -7,9 +7,10 @@ mediump vec3 rgb2hsv(mediump vec3 c)
mediump float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
mediump vec3 hsv2rgb(mediump vec3 c)
{
mediump vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
mediump 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);
mediump vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
mediump 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);
}