Bladeren bron

btphystest: play with hue values.

undefined
Sam Hocevar 11 jaren geleden
bovenliggende
commit
543eb946a0
1 gewijzigde bestanden met toevoegingen van 22 en 3 verwijderingen
  1. +22
    -3
      test/front_camera_sprite.lolfx

+ 22
- 3
test/front_camera_sprite.lolfx Bestand weergeven

@@ -53,13 +53,32 @@ varying vec4 pass_color;
const float cos_45 = 0.70710678118;
const float PI = 3.14159265358979323846264;

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);
}

void main(void)
{
vec4 color = texture2D(in_texture, pass_texcoord.xy -
vec2(pass_texcoord.z * in_sprite_flip, 0.0)) *
pass_color;
vec2(pass_texcoord.z * in_sprite_flip, 0.0));
if (color.a < 0.01)
discard;
gl_FragColor = color * pass_color;
vec3 hsv = rgb2hsv(color.rgb);
hsv.x = fract(hsv.x + rgb2hsv(pass_color.rgb).x);
gl_FragColor = vec4(hsv2rgb(hsv), color.a);
}


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