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Diffstat (limited to 'source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl')
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl161
1 files changed, 161 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
new file mode 100644
index 00000000000..fe89985ae7f
--- /dev/null
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
@@ -0,0 +1,161 @@
+void rgb_to_hsv(vec4 rgb, out vec4 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+ if (cmax != 0.0) {
+ s = cdelta / cmax;
+ }
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax) - rgb.xyz) / cdelta;
+
+ if (rgb.x == cmax) {
+ h = c[2] - c[1];
+ }
+ else if (rgb.y == cmax) {
+ h = 2.0 + c[0] - c[2];
+ }
+ else {
+ h = 4.0 + c[1] - c[0];
+ }
+
+ h /= 6.0;
+
+ if (h < 0.0) {
+ h += 1.0;
+ }
+ }
+
+ outcol = vec4(h, s, v, rgb.w);
+}
+
+void hsv_to_rgb(vec4 hsv, out vec4 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if (s == 0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if (h == 1.0) {
+ h = 0.0;
+ }
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v * (1.0 - s);
+ q = v * (1.0 - (s * f));
+ t = v * (1.0 - (s * (1.0 - f)));
+
+ if (i == 0.0) {
+ rgb = vec3(v, t, p);
+ }
+ else if (i == 1.0) {
+ rgb = vec3(q, v, p);
+ }
+ else if (i == 2.0) {
+ rgb = vec3(p, v, t);
+ }
+ else if (i == 3.0) {
+ rgb = vec3(p, q, v);
+ }
+ else if (i == 4.0) {
+ rgb = vec3(t, p, v);
+ }
+ else {
+ rgb = vec3(v, p, q);
+ }
+ }
+
+ outcol = vec4(rgb, hsv.w);
+}
+
+void rgb_to_hsl(vec4 rgb, out vec4 outcol)
+{
+ float cmax, cmin, h, s, l;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ l = min(1.0, (cmax + cmin) / 2.0);
+
+ if (cmax == cmin) {
+ h = s = 0.0; /* achromatic */
+ }
+ else {
+ float cdelta = cmax - cmin;
+ s = l > 0.5 ? cdelta / (2.0 - cmax - cmin) : cdelta / (cmax + cmin);
+ if (cmax == rgb[0]) {
+ h = (rgb[1] - rgb[2]) / cdelta + (rgb[1] < rgb[2] ? 6.0 : 0.0);
+ }
+ else if (cmax == rgb[1]) {
+ h = (rgb[2] - rgb[0]) / cdelta + 2.0;
+ }
+ else {
+ h = (rgb[0] - rgb[1]) / cdelta + 4.0;
+ }
+ }
+ h /= 6.0;
+
+ outcol = vec4(h, s, l, rgb.w);
+}
+
+void hsl_to_rgb(vec4 hsl, out vec4 outcol)
+{
+ float nr, ng, nb, chroma, h, s, l;
+
+ h = hsl[0];
+ s = hsl[1];
+ l = hsl[2];
+
+ nr = abs(h * 6.0 - 3.0) - 1.0;
+ ng = 2.0 - abs(h * 6.0 - 2.0);
+ nb = 2.0 - abs(h * 6.0 - 4.0);
+
+ nr = clamp(nr, 0.0, 1.0);
+ nb = clamp(nb, 0.0, 1.0);
+ ng = clamp(ng, 0.0, 1.0);
+
+ chroma = (1.0 - abs(2.0 * l - 1.0)) * s;
+
+ outcol = vec4((nr - 0.5) * chroma + l, (ng - 0.5) * chroma + l, (nb - 0.5) * chroma + l, hsl.w);
+}
+
+void color_alpha_clear(vec4 color, out vec4 result)
+{
+ result = vec4(color.rgb, 1.0);
+}
+
+void color_alpha_premultiply(vec4 color, out vec4 result)
+{
+ result = vec4(color.rgb * color.a, 1.0);
+}
+
+void color_alpha_unpremultiply(vec4 color, out vec4 result)
+{
+ if (color.a == 0.0 || color.a == 1.0) {
+ result = vec4(color.rgb, 1.0);
+ }
+ else {
+ result = vec4(color.rgb / color.a, 1.0);
+ }
+}