Files
oak-editor/app/shaders/colorwheel.frag
T

95 lines
2.2 KiB
GLSL

#version 150
// Custom inputs
uniform float hsv_value;
// Standard inputs
uniform vec2 ove_resolution;
in vec2 ove_texcoord;
out vec4 fragColor;
// Color wheel uses PI
#define M_PI 3.1415926535897932384626433832795
vec3 hsv_to_rgb(float H, float S, float V) {
float C = S * V;
float X = C * (1.0 - abs(mod(H / 60.0, 2.0) - 1.0));
float m = V - C;
float Rs, Gs, Bs;
if(H >= 0.0 && H < 60.0) {
Rs = C;
Gs = X;
Bs = 0.0;
}
else if(H >= 60.0 && H < 120.0) {
Rs = X;
Gs = C;
Bs = 0.0;
}
else if(H >= 120.0 && H < 180.0) {
Rs = 0.0;
Gs = C;
Bs = X;
}
else if(H >= 180.0 && H < 240.0) {
Rs = 0.0;
Gs = X;
Bs = C;
}
else if(H >= 240.0 && H < 300.0) {
Rs = X;
Gs = 0.0;
Bs = C;
}
else {
Rs = C;
Gs = 0.0;
Bs = X;
}
return vec3(Rs + m, Gs + m, Bs + m);
}
void main(void) {
vec2 center = vec2(0.5, 0.5);
float radius = 0.5;
vec2 flipped_texcoord = vec2(ove_texcoord.x, (1.0 - ove_texcoord.y));
// Calculate scale
if (ove_resolution.x != ove_resolution.y) {
// Scale around center
flipped_texcoord -= vec2(0.5, 0.5);
if (ove_resolution.x > ove_resolution.y) {
flipped_texcoord.x *= ove_resolution.x / ove_resolution.y;
} else {
flipped_texcoord.y *= ove_resolution.y / ove_resolution.x;
}
flipped_texcoord += vec2(0.5, 0.5);
}
float dist = distance(flipped_texcoord, center);
if (dist <= radius) {
float opposite = flipped_texcoord.y - center.y;
float adjacent = flipped_texcoord.x - center.x;
float hue = atan(opposite, adjacent) * 180.0 / M_PI + 180.0;
float sat = dist / radius;
// Extremely simple antialiasing, we taper off the edges between (radius) and (radius - 1)
float pixel_radius = min(ove_resolution.x, ove_resolution.y) * 0.5;
float pixel_dist = (pixel_radius / radius) * dist;
float alpha = min((pixel_radius - pixel_dist), 1.0);
fragColor = vec4(hsv_to_rgb(hue, sat, hsv_value), alpha);
} else {
fragColor = vec4(0.0);
}
}