added hsb effect and added #143
This commit is contained in:
@@ -0,0 +1,42 @@
|
||||
#version 110
|
||||
|
||||
uniform float hue;
|
||||
uniform float saturation;
|
||||
uniform float brightness;
|
||||
|
||||
uniform sampler2D myTexture;
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
vec3 rgb2hsv(vec3 c) {
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
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 tex_color = texture2D(myTexture, vTexCoord);
|
||||
|
||||
vec3 hsv = rgb2hsv(tex_color.rgb);
|
||||
hsv.r += (hue/360.0);
|
||||
hsv.g *= (saturation*0.01);
|
||||
hsv.b *= (brightness*0.01);
|
||||
|
||||
vec3 rgb = hsv2rgb(hsv);
|
||||
|
||||
gl_FragColor = vec4(
|
||||
rgb.r,
|
||||
rgb.g,
|
||||
rgb.b,
|
||||
tex_color.a
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<effect name="Hue/Saturation/Brightness" category="Color">
|
||||
<row name="Hue">
|
||||
<field type="double" default="0" id="hue"/>
|
||||
</row>
|
||||
<row name="Saturation">
|
||||
<field type="double" min="0" default="100" id="saturation"/>
|
||||
</row>
|
||||
<row name="Brightness">
|
||||
<field type="double" min="0" default="100" id="brightness"/>
|
||||
</row>
|
||||
<shader vert="common.vert" frag="huesatbri.frag"/>
|
||||
</effect>
|
||||
Reference in New Issue
Block a user