*/}}

ourshader.cpp 29 KB

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  1. /*
  2. * Our Paint: A light weight GPU powered painting program.
  3. * Copyright (C) 2022-2023 Wu Yiming
  4. *
  5. * This program is free software: you can redistribute it and/or modify
  6. * it under the terms of the GNU General Public License as published by
  7. * the Free Software Foundation, either version 3 of the License, or
  8. * (at your option) any later version.
  9. *
  10. * This program is distributed in the hope that it will be useful,
  11. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. * GNU General Public License for more details.
  14. *
  15. * You should have received a copy of the GNU General Public License
  16. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. #include "ourpaint.h"
  19. const char OUR_SHADER_VERSION_430[]="#version 430\n"
  20. "#define WORKGROUP_SIZE 32\n";
  21. const char OUR_SHADER_VERSION_320ES[]="#version 320 es\n"
  22. "#define OUR_GLES\n#define WORKGROUP_SIZE 16\n";
  23. const char OUR_SHADER_COMMON[]=R"(
  24. #ifdef OUR_GLES
  25. vec4 cunpack(uint d){
  26. return vec4(float(d&0xFFu)/255.,float((d>>8u)&0xFFu)/255.,float((d>>16u)&0xFFu)/255.,float((d>>24u)&0xFFu)/255.);
  27. }
  28. uvec4 cpack(vec4 c){
  29. uint v= uint(uint(c.r*255.) | (uint(c.g*255.)<<8u) | (uint(c.b*255.)<<16u) | (uint(c.a*255.)<<24u));
  30. return uvec4(v,v,v,v);
  31. }
  32. #define OurImageLoad(img, p) \
  33. (cunpack(imageLoad(img,p).x))
  34. #define OurImageStore(img, p, color) \
  35. imageStore(img,p,cpack(color))
  36. #else
  37. #define OurImageLoad(img, p) \
  38. (vec4(imageLoad(img,p))/65535.)
  39. #define OurImageStore(img, p, color) \
  40. imageStore(img,p,uvec4(vec4(color)*65535.))
  41. #endif
  42. )";
  43. const char OUR_CANVAS_SHADER[]=R"(
  44. layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in;
  45. #ifdef OUR_GLES
  46. precision highp uimage2D;
  47. precision highp float;
  48. precision highp int;
  49. layout(r32ui, binding = 0) uniform uimage2D img;
  50. layout(r32ui, binding = 1) coherent uniform uimage2D smudge_buckets;
  51. #define OUR_FLT_EPS (1.0/255.0f)
  52. #else
  53. layout(rgba16ui, binding = 0) uniform uimage2D img;
  54. layout(rgba16ui, binding = 1) coherent uniform uimage2D smudge_buckets;
  55. #define OUR_FLT_EPS (1e-4)
  56. #endif
  57. uniform int uCanvasType;
  58. uniform int uCanvasRandom;
  59. uniform float uCanvasFactor;
  60. uniform ivec2 uImageOffset;
  61. uniform ivec2 uBrushCorner;
  62. uniform vec2 uBrushCenter;
  63. uniform float uBrushSize;
  64. uniform float uBrushHardness;
  65. uniform float uBrushSmudge;
  66. uniform float uBrushSlender;
  67. uniform float uBrushAngle;
  68. uniform vec2 uBrushDirection;
  69. uniform float uBrushForce;
  70. uniform float uBrushGunkyness;
  71. uniform float uBrushRecentness;
  72. uniform vec4 uBrushColor;
  73. uniform vec4 uBackgroundColor;
  74. uniform int uBrushErasing;
  75. uniform int uBrushMix;
  76. #ifdef OUR_GLES
  77. uniform int uBrushRoutineSelectionES;
  78. uniform int uMixRoutineSelectionES;
  79. #endif
  80. #ifdef OUR_CANVAS_MODE_PIGMENT
  81. #with OUR_PIGMENT_COMMON
  82. layout(std140) uniform BrushPigmentBlock{
  83. PigmentData p;
  84. }uBrushPigment;
  85. #endif
  86. #with OUR_SHADER_COMMON
  87. const vec4 p1_22=vec4(1.0/2.2,1.0/2.2,1.0/2.2,1.0/2.2);
  88. const vec4 p22=vec4(2.2,2.2,2.2,2.2);
  89. const float WGM_EPSILON=0.001f;
  90. const float T_MATRIX_SMALL[30] = float[30](0.026595621243689,0.049779426257903,0.022449850859496,-0.218453689278271
  91. ,-0.256894883201278,0.445881722194840,0.772365886289756,0.194498761382537
  92. ,0.014038157587820,0.007687264480513
  93. ,-0.032601672674412,-0.061021043498478,-0.052490001018404
  94. ,0.206659098273522,0.572496335158169,0.317837248815438,-0.021216624031211
  95. ,-0.019387668756117,-0.001521339050858,-0.000835181622534
  96. ,0.339475473216284,0.635401374177222,0.771520797089589,0.113222640692379
  97. ,-0.055251113343776,-0.048222578468680,-0.012966666339586
  98. ,-0.001523814504223,-0.000094718948810,-0.000051604594741);
  99. const float spectral_r_small[10] = float[10](0.009281362787953,0.009732627042016,0.011254252737167,0.015105578649573
  100. ,0.024797924177217,0.083622585502406,0.977865045723212,1.000000000000000
  101. ,0.999961046144372,0.999999992756822);
  102. const float spectral_g_small[10] = float[10](0.002854127435775,0.003917589679914,0.012132151699187,0.748259205918013
  103. ,1.000000000000000,0.865695937531795,0.037477469241101,0.022816789725717
  104. ,0.021747419446456,0.021384940572308);
  105. const float spectral_b_small[10] = float[10](0.537052150373386,0.546646402401469,0.575501819073983,0.258778829633924
  106. ,0.041709923751716,0.012662638828324,0.007485593127390,0.006766900622462
  107. ,0.006699764779016,0.006676219883241);
  108. void rgb_to_spectral (vec3 rgb, out float spectral_[10]) {
  109. float offset = 1.0 - WGM_EPSILON;
  110. float r = rgb.r * offset + WGM_EPSILON;
  111. float g = rgb.g * offset + WGM_EPSILON;
  112. float b = rgb.b * offset + WGM_EPSILON;
  113. float spec_r[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); for (int i=0; i < 10; i++) {spec_r[i] = spectral_r_small[i] * r;}
  114. float spec_g[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); for (int i=0; i < 10; i++) {spec_g[i] = spectral_g_small[i] * g;}
  115. float spec_b[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); for (int i=0; i < 10; i++) {spec_b[i] = spectral_b_small[i] * b;}
  116. for (int i=0; i<10; i++) {spectral_[i] = spec_r[i] + spec_g[i] + spec_b[i];}
  117. }
  118. vec3 spectral_to_rgb (float spectral[10]) {
  119. float offset = 1.0 - WGM_EPSILON;
  120. // We need this tmp. array to allow auto vectorization. <-- How about on GPU?
  121. float tmp[3] = float[3](0.,0.,0.);
  122. for (int i=0; i<10; i++) {
  123. tmp[0] += T_MATRIX_SMALL[i] * spectral[i];
  124. tmp[1] += T_MATRIX_SMALL[10+i] * spectral[i];
  125. tmp[2] += T_MATRIX_SMALL[20+i] * spectral[i];
  126. }
  127. vec3 rgb_;
  128. for (int i=0; i<3; i++) {rgb_[i] = clamp((tmp[i] - WGM_EPSILON) / offset, 0.0f, 1.0f);}
  129. return rgb_;
  130. }
  131. vec2 hash( vec2 p ){
  132. p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
  133. return -1.0 + 2.0*fract(sin(p)*43758.5453123);
  134. }
  135. float rand(vec2 co){
  136. return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
  137. }
  138. float noise(in vec2 p){ // from iq
  139. const float K1 = 0.366025404; // (sqrt(3)-1)/2;
  140. const float K2 = 0.211324865; // (3-sqrt(3))/6;
  141. vec2 i = floor( p + (p.x+p.y)*K1 );
  142. vec2 a = p - i + (i.x+i.y)*K2;
  143. float m = step(a.y,a.x);
  144. vec2 o = vec2(m,1.0-m);
  145. vec2 b = a - o + K2;
  146. vec2 c = a - 1.0 + 2.0*K2;
  147. vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
  148. vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
  149. return dot( n, vec3(70.0) );
  150. }
  151. #define HEIGHT_STRAND(x,y) abs(fract(x)-.5)<.48? \
  152. (.4+.2*sin(3.14*(y+ceil(x))))* \
  153. ((max(abs(sin(3.14*x*2.)+0.2),abs(sin(3.14*x*2.)-0.2))+2.*abs(sin(3.14*x)))/2.+0.5):0.1
  154. #define PATTERN_CANVAS(x,y) \
  155. (max(HEIGHT_STRAND((x),(y)),HEIGHT_STRAND(-(y),(x))))
  156. float HEIGHT_CANVAS(float x,float y){
  157. if(uCanvasType == 1){
  158. return PATTERN_CANVAS(x,y);
  159. }else if(uCanvasType == 2){
  160. vec2 uv=vec2(x,y); float f; uv*=0.1; // from iq
  161. f = 0.2*noise( uv ); uv*=5.;
  162. f += 0.6*noise( uv ); uv*=3.;
  163. f += 0.5*noise( uv );
  164. f = 0.55 + 0.55*f;
  165. return pow(f,0.5);
  166. }
  167. return 1.;
  168. }
  169. float SampleCanvas(vec2 U, vec2 dir,float rfac, float force, float gunky){
  170. if(uCanvasType==0 || abs(gunky)<1.e-2){ return rfac; }
  171. U+=vec2(uImageOffset); U/=20.3; U.x=U.x+rand(U)/10.; U.y=U.y+rand(U)/10.;
  172. mat2 m = mat2(1.6,1.2,-1.2,1.6); vec2 _uv=U; _uv.x+=float(uCanvasRandom%65535)/174.41; _uv.y+=float(uCanvasRandom%65535)/439.87; _uv/=500.;
  173. U.x+=noise(_uv)*2.1; _uv = m*_uv; U.x+=noise(_uv)*0.71;
  174. _uv.y+=365.404;
  175. U.y+=noise(_uv)*1.9; _uv = m*_uv; U.y+=noise(_uv)*0.83;
  176. float d=0.1;
  177. float h=HEIGHT_CANVAS(U.x,U.y);
  178. float hr=HEIGHT_CANVAS(U.x+d,U.y);
  179. float hu=HEIGHT_CANVAS(U.x,U.y+d);
  180. vec3 vx=normalize(vec3(d,0,hr)-vec3(0,0,h)),vy=normalize(vec3(0,d,hu)-vec3(0,0,h)),vz=cross(vx,vy);
  181. float useforce=force*rfac;
  182. float scrape=dot(normalize(vz),vec3(-normalize(dir).xy,0))*mix(0.3,1.,useforce);
  183. float top=h-(1.-pow(useforce,1.5)*2.); float tophard=smoothstep(0.4,0.6,top);
  184. float fac=(gunky>=0.)?mix(mix(1.,top,gunky),tophard,gunky):mix(1.,1.-h,-gunky*0.8);
  185. fac=max(fac,scrape*clamp(gunky,0.,1.));
  186. fac=clamp(fac,0.,1.);
  187. fac*=rfac;
  188. return mix(rfac,fac,uCanvasFactor);
  189. }
  190. #ifndef OUR_GLES
  191. subroutine vec4 MixRoutines(vec4 a, vec4 b, float fac_a);
  192. #endif
  193. #ifndef OUR_GLES
  194. subroutine(MixRoutines)
  195. #endif
  196. vec4 DoMixNormal(vec4 a, vec4 b, float fac_a){
  197. return mix(a,b,1.0f-fac_a);
  198. }
  199. #ifndef OUR_GLES
  200. subroutine(MixRoutines)
  201. #endif
  202. vec4 DoMixSpectral(vec4 a, vec4 b, float fac_a){
  203. vec4 result = vec4(0,0,0,0);
  204. result.a=mix(a.a,b.a,1.0f-fac_a);
  205. float spec_a[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); rgb_to_spectral(a.rgb, spec_a);
  206. float spec_b[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); rgb_to_spectral(b.rgb, spec_b);
  207. float spectralmix[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.);
  208. for (int i=0; i < 10; i++) { spectralmix[i] = pow(spec_a[i], fac_a) * pow(spec_b[i], 1.0f-fac_a); }
  209. result.rgb=spectral_to_rgb(spectralmix);
  210. return result;
  211. }
  212. #ifdef OUR_GLES
  213. vec4 uMixRoutineSelection(vec4 a, vec4 b, float fac_a){
  214. if(uMixRoutineSelectionES==0){ return DoMixNormal(a,b,fac_a); }
  215. else{ return DoMixSpectral(a,b,fac_a); }
  216. }
  217. #else
  218. subroutine uniform MixRoutines uMixRoutineSelection;
  219. #endif
  220. vec4 spectral_mix(vec4 a, vec4 b, float fac_a){
  221. return uMixRoutineSelection(a,b,fac_a);
  222. }
  223. vec4 spectral_mix_unpre(vec4 colora, vec4 colorb, float fac){
  224. vec4 ca=(colora.a==0.0f)?colora:vec4(colora.rgb/colora.a,colora.a);
  225. vec4 cb=(colorb.a==0.0f)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
  226. float af=colora.a*(1.0f-fac);
  227. float aa=af/(af+fac*colorb.a+0.000001);
  228. vec4 result=spectral_mix(ca,cb,aa);
  229. result.a=mix(colora.a,colorb.a,fac);
  230. return vec4(result.rgb*result.a,result.a);
  231. }
  232. float atan2(in float y, in float x){
  233. bool s = (abs(x) > abs(y)); return mix(3.1415926535/2.0 - atan(x,y), atan(y,x), s);
  234. }
  235. vec2 rotate(vec2 v, float angle) {
  236. float s = sin(angle); float c = cos(angle);
  237. return mat2(c,-s,s,c) * v;
  238. }
  239. float brightness(vec4 color) {
  240. return color.r*0.2126+color.b*0.7152+color.g*0.0722;
  241. }
  242. vec4 mix_over(vec4 colora, vec4 colorb){
  243. vec4 a=(colora.a==0.0f)?colora:vec4(colora.rgb/colora.a,colora.a);
  244. vec4 b=(colorb.a==0.0f)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
  245. vec4 m=vec4(0,0,0,0); float aa=colora.a/(colora.a+(1.0f-colora.a)*colorb.a+OUR_FLT_EPS);
  246. m=spectral_mix(a,b,aa);
  247. m.a=colora.a+colorb.a*(1.0f-colora.a);
  248. m=vec4(m.rgb*m.a,m.a);
  249. return m;
  250. }
  251. int dab(float d, vec2 fpx, vec4 color, float size, float hardness, float smudge, vec4 smudge_color, vec4 last_color, out vec4 final){
  252. vec4 cc=color;
  253. float fac=1.0f-pow(d/size,1.0f+1.0f/(1.0f-hardness+OUR_FLT_EPS));
  254. float canvas=SampleCanvas(fpx,uBrushDirection,fac,uBrushForce,uBrushGunkyness);
  255. cc.a=color.a*canvas*(1.0f-smudge); cc.rgb=cc.rgb*cc.a;
  256. float erasing=float(uBrushErasing);
  257. cc=cc*(1.0f-erasing);
  258. // this looks better than the one commented out below
  259. vec4 c2=spectral_mix_unpre(last_color,smudge_color,smudge*fac*color.a*canvas);
  260. c2=mix_over(cc,c2);
  261. //vec4 c2=mix_over(cc,last_color);
  262. //c2=spectral_mix_unpre(c2,smudge_color,smudge*fac*color.a*canvas);
  263. c2=spectral_mix_unpre(c2,c2*(1.0f-fac*color.a),erasing*canvas);
  264. final=c2;
  265. return 1;
  266. }
  267. #ifndef saturate
  268. #define saturate(v) clamp(v, 0., 1.)
  269. #endif
  270. const float HCV_EPSILON = 1e-10;
  271. const float HCY_EPSILON = 1e-10;
  272. vec3 hue_to_rgb(float hue){
  273. float R = abs(hue * 6. - 3.) - 1.;
  274. float G = 2. - abs(hue * 6. - 2.);
  275. float B = 2. - abs(hue * 6. - 4.);
  276. return saturate(vec3(R,G,B));
  277. }
  278. vec3 hcy_to_rgb(vec3 hcy){
  279. const vec3 HCYwts = vec3(0.299, 0.587, 0.114);
  280. vec3 RGB = hue_to_rgb(hcy.x);
  281. float Z = dot(RGB, HCYwts);
  282. if (hcy.z < Z) { hcy.y *= hcy.z / Z; }
  283. else if (Z < 1.) { hcy.y *= (1. - hcy.z) / (1. - Z); }
  284. return (RGB - Z) * hcy.y + hcy.z;
  285. }
  286. vec3 rgb_to_hcv(vec3 rgb){
  287. // Based on work by Sam Hocevar and Emil Persson
  288. vec4 P = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0/3.0) : vec4(rgb.gb, 0.0, -1.0/3.0);
  289. vec4 Q = (rgb.r < P.x) ? vec4(P.xyw, rgb.r) : vec4(rgb.r, P.yzx);
  290. float C = Q.x - min(Q.w, Q.y);
  291. float H = abs((Q.w - Q.y) / (6. * C + HCV_EPSILON) + Q.z);
  292. return vec3(H, C, Q.x);
  293. }
  294. vec3 rgb_to_hcy(vec3 rgb){
  295. const vec3 HCYwts = vec3(0.299, 0.587, 0.114);
  296. // Corrected by David Schaeffer
  297. vec3 HCV = rgb_to_hcv(rgb);
  298. float Y = dot(rgb, HCYwts);
  299. float Z = dot(hue_to_rgb(HCV.x), HCYwts);
  300. if (Y < Z) { HCV.y *= Z / (HCY_EPSILON + Y); }
  301. else { HCV.y *= (1. - Z) / (HCY_EPSILON + 1. - Y); }
  302. return vec3(HCV.x, HCV.y, Y);
  303. }
  304. #ifndef OUR_GLES
  305. subroutine void BrushRoutines();
  306. #endif
  307. #ifdef OUR_CANVAS_MODE_RGB
  308. #ifndef OUR_GLES
  309. subroutine(BrushRoutines)
  310. #endif
  311. void DoDabs(){
  312. ivec2 px = ivec2(gl_GlobalInvocationID.xy)+uBrushCorner;
  313. if(px.x<0||px.y<0||px.x>1024||px.y>1024) return;
  314. vec2 fpx=vec2(px),origfpx=fpx;
  315. fpx=uBrushCenter+rotate(fpx-uBrushCenter,uBrushAngle);
  316. fpx.x=uBrushCenter.x+(fpx.x-uBrushCenter.x)*(1.+uBrushSlender);
  317. float dd=distance(fpx,uBrushCenter); if(dd>uBrushSize) return;
  318. vec4 dabc=OurImageLoad(img, px);
  319. vec4 smudgec=pow(spectral_mix_unpre(pow(OurImageLoad(smudge_buckets,ivec2(1,0)),p1_22),pow(OurImageLoad(smudge_buckets,ivec2(0,0)),p1_22),uBrushRecentness),p22);
  320. vec4 final_color;
  321. dab(dd,origfpx,uBrushColor,uBrushSize,uBrushHardness,uBrushSmudge,smudgec,dabc,final_color);
  322. if(final_color.a>0.){
  323. if(uBrushMix==0){ dabc=final_color; }
  324. else if(uBrushMix==1){ dabc.rgb=final_color.rgb/final_color.a*dabc.a;}
  325. else if(uBrushMix==2){ vec3 xyz=rgb_to_hcy(dabc.rgb); xyz.xy=rgb_to_hcy(final_color.rgb).xy; dabc.rgb=hcy_to_rgb(xyz); }
  326. else if(uBrushMix==3){ dabc.rgb=dabc.rgb+final_color.rgb*0.01;dabc.a=dabc.a*0.99+final_color.a*0.01; }
  327. OurImageStore(img, px, dabc);
  328. }
  329. }
  330. #ifndef OUR_GLES
  331. subroutine(BrushRoutines)
  332. #endif
  333. void DoSample(){
  334. ivec2 p=ivec2(gl_GlobalInvocationID.xy);
  335. int DoSample=1; vec4 color;
  336. if(p.y==0){
  337. vec2 sp=round(vec2(sin(float(p.x)),cos(float(p.x)))*uBrushSize);
  338. ivec2 px=ivec2(sp)+uBrushCorner; if(px.x<0||px.y<0||px.x>=1024||px.y>=1024){ DoSample=0; }
  339. if(DoSample!=0){
  340. ivec2 b=uBrushCorner; if(b.x>=0&&b.y>=0&&b.x<1024&&b.y<1024){ OurImageStore(smudge_buckets,ivec2(128+WORKGROUP_SIZE,0),OurImageLoad(img, b)); }
  341. color=OurImageLoad(img, px);
  342. OurImageStore(smudge_buckets,ivec2(p.x+128,0),color);
  343. }
  344. }else{DoSample=0;}
  345. memoryBarrier();barrier(); if(DoSample==0) return;
  346. if(uBrushErasing==0 || p.x!=0) return;
  347. color=vec4(0.,0.,0.,0.); for(int i=0;i<WORKGROUP_SIZE;i++){ color=color+OurImageLoad(smudge_buckets, ivec2(i+128,0)); }
  348. color=spectral_mix_unpre(color/vec4(WORKGROUP_SIZE),OurImageLoad(smudge_buckets, ivec2(128+WORKGROUP_SIZE,0)),0.6*(1.0f-uBrushColor.a)); vec4 oldcolor=OurImageLoad(smudge_buckets, ivec2(0,0));
  349. OurImageStore(smudge_buckets,ivec2(1,0),uBrushErasing==2?color:oldcolor);
  350. OurImageStore(smudge_buckets,ivec2(0,0),color);
  351. }
  352. #endif // canvas mode rgb
  353. #ifdef OUR_CANVAS_MODE_PIGMENT //========================================================================================
  354. #define GetImgPixel(tex, uv, p) \
  355. { \
  356. uvec4 c0=imageLoad(tex,uv); \
  357. uvec4 c1=imageLoad(tex,ivec2(uv.x,uv.y+1)); \
  358. uvec4 c2=imageLoad(tex,ivec2(uv.x+1,uv.y)); \
  359. uvec4 c3=imageLoad(tex,ivec2(uv.x+1,uv.y+1)); \
  360. setRL(c0,p); setRH(c1,p); setAL(c2,p); setAH(c3,p); \
  361. }
  362. #define WriteImgPixel(tex, uv, p) \
  363. { \
  364. uvec4 c0=getRL(p); uvec4 c1=getRH(p); uvec4 c2=getAL(p); uvec4 c3=getAH(p); \
  365. imageStore(tex,uv,c0); \
  366. imageStore(tex,ivec2(uv.x,uv.y+1),c1); \
  367. imageStore(tex,ivec2(uv.x+1,uv.y),c2); \
  368. imageStore(tex,ivec2(uv.x+1,uv.y+1),c3); \
  369. }
  370. int dab_pigment(float d, vec2 fpx, PigmentData color, float size, float hardness,
  371. float smudge, PigmentData smudge_color, PigmentData last_color, out PigmentData final){
  372. PigmentData cc=(uBrushErasing!=0)?PIGMENT_BLANK:color;
  373. float erasing=float(uBrushErasing);
  374. float fac=1.0f-safepow(d/size,1.0f+1.0f/(1.0f-hardness+OUR_FLT_EPS));
  375. float canvas=SampleCanvas(fpx,uBrushDirection,fac,uBrushForce,uBrushGunkyness);
  376. if(uBrushErasing!=0){
  377. PigmentData smudged_color=PigmentMix(last_color,smudge_color,smudge*fac*canvas);
  378. final=PigmentMix(smudged_color,PIGMENT_BLANK,erasing*canvas*fac);
  379. }else{
  380. cc.a[15]=color.a[15]*canvas*fac*(1.-smudge);
  381. cc.r[15]=color.r[15]*canvas*fac*(1.-smudge);
  382. PigmentData smudged_color=PigmentMix(last_color,smudge_color,smudge*fac*canvas);
  383. PigmentData added_color=PigmentOver(cc,smudged_color);
  384. final=added_color;//PigmentInterpolate(added_color,smudged_color,smudge);
  385. }
  386. return 1;
  387. }
  388. #ifndef OUR_GLES
  389. subroutine(BrushRoutines)
  390. #endif
  391. void DoDabs(){
  392. ivec2 px = ivec2(gl_GlobalInvocationID.xy)*2+uBrushCorner; px/=2; px*=2;
  393. if(px.x<0||px.y<0||px.x>=1024||px.y>=1024) return; vec2 fpx=vec2(px),origfpx=fpx;
  394. fpx=uBrushCenter+rotate(fpx-uBrushCenter,uBrushAngle);
  395. fpx.x=uBrushCenter.x+(fpx.x-uBrushCenter.x)*(1.+uBrushSlender);
  396. float dd=distance(fpx,uBrushCenter); if(dd>uBrushSize) return;
  397. PigmentData dabc; GetImgPixel(img, px, dabc);
  398. PigmentData sm_old; ivec2 oldvec=ivec2(2,0); GetImgPixel(smudge_buckets,oldvec,sm_old);
  399. PigmentData sm_new; ivec2 newvec=ivec2(0,0); GetImgPixel(smudge_buckets,newvec,sm_new);
  400. PigmentData smudgec=PigmentMix(sm_old,sm_new,uBrushRecentness);
  401. PigmentData final_color;
  402. dab_pigment(dd,origfpx,uBrushPigment.p,uBrushSize,uBrushHardness,uBrushSmudge,smudgec,dabc,final_color);
  403. if(final_color.a[15]>0. || final_color.r[15]>0.){
  404. WriteImgPixel(img, px, final_color);
  405. }
  406. }
  407. #ifndef OUR_GLES
  408. subroutine(BrushRoutines)
  409. #endif
  410. void DoSample(){
  411. ivec2 p=ivec2(gl_GlobalInvocationID.xy);
  412. int DoSample=1; ivec2 corner=ivec2(uBrushCenter);
  413. if(p.y==0){
  414. vec2 sp=round(vec2(sin(float(p.x)),cos(float(p.x)))*(uBrushSize+2.));
  415. ivec2 px=ivec2(sp)+corner; px/=2; px*=2; if(px.x<0||px.y<0||px.x>=1024||px.y>=1024){ DoSample=0; }
  416. if(DoSample!=0){
  417. PigmentData dabc; GetImgPixel(img, px, dabc);
  418. WriteImgPixel(smudge_buckets,ivec2(p.x*2+128,0),dabc);
  419. }
  420. }else{DoSample=0;}
  421. memoryBarrier();barrier(); if(DoSample==0) return;
  422. if(uBrushErasing==0 || p.x!=0) return;
  423. PigmentData color=PIGMENT_BLANK; for(int i=0;i<WORKGROUP_SIZE;i++){
  424. PigmentData dabc; GetImgPixel(smudge_buckets, ivec2(i*2+128,0), dabc); color=PigmentMix(color,dabc,1.0/(float(i)+1.));
  425. }
  426. PigmentData oldcolor; GetImgPixel(smudge_buckets, ivec2(0,0), oldcolor);
  427. //PigmentMultiply(color,2./WORKGROUP_SIZE);
  428. WriteImgPixel(smudge_buckets,ivec2(2,0),uBrushErasing==2?color:oldcolor);
  429. WriteImgPixel(smudge_buckets,ivec2(0,0),color);
  430. }
  431. #endif // canvas mode pigment
  432. #ifdef OUR_GLES
  433. void uBrushRoutineSelection(){
  434. if(uBrushRoutineSelectionES==0){ DoDabs(); }
  435. else{ DoSample(); }
  436. }
  437. #else
  438. subroutine uniform BrushRoutines uBrushRoutineSelection;
  439. #endif
  440. void main() {
  441. uBrushRoutineSelection();
  442. }
  443. )";
  444. const char OUR_COMPOSITION_SHADER[] = R"(
  445. layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in;
  446. #ifdef OUR_GLES
  447. precision highp uimage2D;
  448. precision highp float;
  449. precision highp int;
  450. layout(r32ui, binding = 0) uniform uimage2D top;
  451. layout(r32ui, binding = 1) uniform uimage2D bottom;
  452. #else
  453. layout(rgba16ui, binding = 0) uniform uimage2D top;
  454. layout(rgba16ui, binding = 1) uniform uimage2D bottom;
  455. #endif
  456. uniform int uBlendMode;
  457. uniform float uAlphaTop;
  458. uniform float uAlphaBottom;
  459. #with OUR_SHADER_COMMON
  460. vec4 mix_over(vec4 colora, vec4 colorb){
  461. colora=colora*uAlphaTop/uAlphaBottom;
  462. vec4 c; c.a=colora.a+colorb.a*(1.0f-colora.a);
  463. c.rgb=(colora.rgb+colorb.rgb*(1.0f-colora.a));
  464. return c;
  465. }
  466. vec4 add_over(vec4 colora, vec4 colorb){
  467. colora=colora*uAlphaTop/uAlphaBottom;
  468. vec4 a=colora+colorb; a.a=clamp(a.a,0.,1.); return a;
  469. }
  470. void main() {
  471. ivec2 px=ivec2(gl_GlobalInvocationID.xy);
  472. vec4 c1=OurImageLoad(top,px); vec4 c2=OurImageLoad(bottom,px);
  473. vec4 c=(uBlendMode==0)?mix_over(c1,c2):add_over(c1,c2);
  474. OurImageStore(bottom,px,c);
  475. OurImageStore(top,px,vec4(1.));
  476. }
  477. )";
  478. const char OUR_PIGMENT_COMMON[]=R"(
  479. #define POW_EPS (1e-9)
  480. #define USE_SAFE_POW 1
  481. #if USE_SAFE_POW
  482. float safepow(float a, float b){
  483. return pow(max(a,POW_EPS),b);
  484. }
  485. #else
  486. #define safepow pow
  487. #endif
  488. #define PREC_FIX (0.5/255.)
  489. #define l8f(a) (float(((a)&0x00ffu)>>0)/255.)
  490. #define h8f(a) (float(((a)&0xff00u)>>8)/255.)
  491. #define lh16f(a) (float(a)/65535.)
  492. #define fl16(l,h) (clamp((uint((l+PREC_FIX)*255.)),0u,255u)|(clamp((uint((h+PREC_FIX)*255.)),0u,255u)<<8))
  493. #define fl16w(a) (uint(a*65535.))
  494. #define OUR_SPECTRAL_SLICES 14
  495. struct PigmentData{ float r[16]; float a[16]; };
  496. const PigmentData PIGMENT_BLANK=
  497. PigmentData(float[16](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.),float[16](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.));
  498. const PigmentData PIGMENT_WHITE=
  499. PigmentData(float[16](1.,1.,1.,1.,1.,1.,1.,1.,1.,1.,1.,1.,1.,1.,1.,1.),float[16](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.));
  500. const PigmentData PIGMENT_BLACK=
  501. PigmentData(float[16](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,1.),float[16](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.));
  502. void setRL(uvec4 c, inout PigmentData p){
  503. p.r[0]=l8f(c[0]); p.r[1]=h8f(c[0]); p.r[2]=l8f(c[1]); p.r[3]=h8f(c[1]);
  504. p.r[4]=l8f(c[2]); p.r[5]=h8f(c[2]); p.r[6]=l8f(c[3]); p.r[7]=h8f(c[3]);
  505. }
  506. void setRH(uvec4 c, inout PigmentData p){
  507. p.r[8]= l8f(c[0]); p.r[9] =h8f(c[0]); p.r[10]=l8f(c[1]); p.r[11]=h8f(c[1]);
  508. p.r[12]=l8f(c[2]); p.r[13]=h8f(c[2]); p.r[14]=0.; p.r[15]=lh16f(c[3]); //p.r[14]=l8f(c[3]); p.r[15]=h8f(c[3]);
  509. }
  510. void setAL(uvec4 c, inout PigmentData p){
  511. p.a[0]=l8f(c[0]); p.a[1]=h8f(c[0]); p.a[2]=l8f(c[1]); p.a[3]=h8f(c[1]);
  512. p.a[4]=l8f(c[2]); p.a[5]=h8f(c[2]); p.a[6]=l8f(c[3]); p.a[7]=h8f(c[3]);
  513. }
  514. void setAH(uvec4 c, inout PigmentData p){
  515. p.a[8]= l8f(c[0]); p.a[9] =h8f(c[0]); p.a[10]=l8f(c[1]); p.a[11]=h8f(c[1]);
  516. p.a[12]=l8f(c[2]); p.a[13]=h8f(c[2]); p.a[14]=0.; p.a[15]=lh16f(c[3]); //p.a[14]=l8f(c[3]); p.a[15]=h8f(c[3]);
  517. }
  518. uvec4 getRL(PigmentData p){ uvec4 c;
  519. c[0]=fl16(p.r[0],p.r[1]); c[1]=fl16(p.r[2],p.r[3]);
  520. c[2]=fl16(p.r[4],p.r[5]); c[3]=fl16(p.r[6],p.r[7]); return c;
  521. }
  522. uvec4 getRH(PigmentData p){ uvec4 c;
  523. c[0]=fl16(p.r[8],p.r[9]); c[1]=fl16(p.r[10],p.r[11]);
  524. c[2]=fl16(p.r[12],p.r[13]); c[3]=fl16w(p.r[15]); //c[3]=fl16(p.r[14],p.r[15]);
  525. return c;
  526. }
  527. uvec4 getAL(PigmentData p){ uvec4 c;
  528. c[0]=fl16(p.a[0],p.a[1]); c[1]=fl16(p.a[2],p.a[3]);
  529. c[2]=fl16(p.a[4],p.a[5]); c[3]=fl16(p.a[6],p.a[7]); return c;
  530. }
  531. uvec4 getAH(PigmentData p){ uvec4 c;
  532. c[0]=fl16(p.a[8],p.a[9]); c[1]=fl16(p.a[10],p.a[11]);
  533. c[2]=fl16(p.a[12],p.a[13]); c[3]=fl16w(p.a[15]); //c[3]=fl16(p.a[14],p.a[15]);
  534. return c;
  535. }
  536. const uvec4 DB[4]=uvec4[4](uvec4(0,1,2,3),uvec4(1,0,3,2),uvec4(2,3,0,1),uvec4(3,2,1,0));
  537. PigmentData GetPixelDebayer(highp usampler2D tex, ivec2 uv){
  538. uvec4 c[4];
  539. c[0]=texelFetch(tex,uv,0);
  540. c[1]=texelFetch(tex,ivec2(uv.x,uv.y+1),0);
  541. c[2]=texelFetch(tex,ivec2(uv.x+1,uv.y),0);
  542. c[3]=texelFetch(tex,ivec2(uv.x+1,uv.y+1),0);
  543. int s=uv.x%2*2+uv.y%2;
  544. PigmentData p;
  545. setRL(c[DB[s][0]],p); setRH(c[DB[s][1]],p); setAL(c[DB[s][2]],p); setAH(c[DB[s][3]],p);
  546. return p;
  547. }
  548. PigmentData GetPixel(highp usampler2D tex, ivec2 uv){
  549. uvec4 c0=texelFetch(tex,uv,0);
  550. uvec4 c1=texelFetch(tex,ivec2(uv.x,uv.y+1),0);
  551. uvec4 c2=texelFetch(tex,ivec2(uv.x+1,uv.y),0);
  552. uvec4 c3=texelFetch(tex,ivec2(uv.x+1,uv.y+1),0);
  553. PigmentData p;
  554. setRL(c0,p); setRH(c1,p); setAL(c2,p); setAH(c3,p);
  555. return p;
  556. }
  557. uvec4 PackPixel(PigmentData p, int choose){
  558. switch(choose){
  559. case 0: return getRL(p); case 1: return getRH(p);
  560. case 2: return getAL(p); case 3: return getAH(p);
  561. default: return uvec4(65535,0,65535,65535);
  562. }
  563. }
  564. void PigmentMixSlices(float a[16], inout float b[16], float factor){
  565. if(factor==1.) return; if(factor==0.){ for(int i=0;i<16;i++){b[i]=a[i];} return; }
  566. float fac=(1.0f-factor)*a[15]; float fac1=factor*b[15]; if(fac+fac1==0.){ return; }
  567. float scale=1.0/(fac+fac1); b[15]=mix(a[15],b[15],factor); fac*=scale; fac1*=scale;
  568. for(int i=0;i<15;i++){
  569. b[i]=safepow(a[i],fac)*safepow(b[i],fac1);
  570. }
  571. }
  572. void PigmentOverSlices(float a[16], inout float b[16]){
  573. float fac=a[15]; float fac1=(1.0f-fac)*b[15]; if(fac==0.) return;
  574. float scale=1.0/(fac+fac1); b[15]=fac1+fac; fac*=scale; fac1*=scale;
  575. for(int i=0;i<15;i++){
  576. b[i]=safepow(a[i],fac)*safepow(b[i],fac1);
  577. }
  578. }
  579. PigmentData PigmentMix(PigmentData p0, PigmentData p1, float factor){
  580. PigmentData result=p1;
  581. PigmentMixSlices(p0.a,result.a,factor);
  582. PigmentMixSlices(p0.r,result.r,factor);
  583. return result;
  584. }
  585. PigmentData PigmentOver(PigmentData p0, PigmentData p1){
  586. PigmentData result=p1;
  587. //for(int i=0;i<15;i++){ result.r[i]=result.r[i]*(1.0-result.a[i]*safepow(result.a[15],2.)); }
  588. float rfac=p0.r[15]; result.a[15]=mix(result.a[15],0.,safepow(rfac,2.));
  589. PigmentOverSlices(p0.r,result.r);
  590. PigmentOverSlices(p0.a,result.a);
  591. return result;
  592. }
  593. void PigmentAdd(inout PigmentData p, PigmentData on_top){
  594. for(int i=0;i<16;i++){ p.r[i]+=on_top.r[i]; p.a[i]+=on_top.a[i]; }
  595. }
  596. void PigmentMultiply(inout PigmentData p, float a){
  597. for(int i=0;i<15;i++){ p.r[i]*=a; p.a[i]*=a; }
  598. }
  599. PigmentData PigmentInterpolate(PigmentData p0, PigmentData p1, float fac){
  600. PigmentData a; for(int i=0;i<16;i++){ a.r[i]=mix(p0.r[i],p1.r[i],fac); a.a[i]=mix(p0.a[i],p1.a[i],fac); } return a;
  601. }
  602. vec3 XYZ2sRGB(vec3 xyz){
  603. mat3 mat=mat3(vec3(3.2404542,-1.5371385,-0.4985314),
  604. vec3(-0.9692660,1.8760108,0.0415560),
  605. vec3(0.0556434,-0.2040259,1.0572252));
  606. return xyz*mat;
  607. }
  608. float srgb_transfer_function(float a){
  609. return .0031308f >= a ? 12.92f * a : 1.055f * pow(a, .4166666666666667f) - .055f;
  610. }
  611. vec3 to_log_srgb(vec3 color){
  612. return vec3(srgb_transfer_function(color.r),srgb_transfer_function(color.g),srgb_transfer_function(color.b));
  613. }
  614. float PigmentCMF[3][14]=float[3][14](
  615. float[14](0.0312392895238095,0.206838056190476,0.331771961904762,0.2294144,0.0603565122857143,0.0115536425238095,0.142399409047619,0.409927923809524,0.757860147619048,1.08086195714286,1.06489606190476,0.671900195238095,0.279014533333333,0.0811807252380952),
  616. float[14](0.003291837,0.0216550814285714,0.0526897938095238,0.100688807142857,0.203943585714286,0.437220023809524,0.797736085714286,0.977969833333333,0.972346723809524,0.814787419047619,0.558064080952381,0.290953433333333,0.111183708095238,0.0313402304761905),
  617. float[14](0.155952732857143,1.07818551904762,1.8438429047619,1.44867880952381,0.630120847619048,0.180786707619048,0.0385669957142857,0.00592827266666667,0.000780832180952381,0.000108133873809524,1.5619930952381E-05,0.,0.,0.)
  618. );
  619. const float PigmentCMFNormalize=5.13517814086364;
  620. vec3 Spectral2XYZ(float spec[OUR_SPECTRAL_SLICES]){
  621. vec3 xyz=vec3(0.,0.,0.);
  622. for(int i=0;i<OUR_SPECTRAL_SLICES;i++){
  623. xyz[0]+=spec[i]*PigmentCMF[0][i];
  624. xyz[1]+=spec[i]*PigmentCMF[1][i];
  625. xyz[2]+=spec[i]*PigmentCMF[2][i];
  626. }
  627. vec3 XYZ;
  628. XYZ[0]=xyz[0]/PigmentCMFNormalize;
  629. XYZ[1]=xyz[1]/PigmentCMFNormalize;
  630. XYZ[2]=xyz[2]/PigmentCMFNormalize;
  631. return XYZ;
  632. }
  633. vec3 PigmentToRGB(PigmentData pd, PigmentData light){
  634. float slices[OUR_SPECTRAL_SLICES];
  635. for(int i=0;i<OUR_SPECTRAL_SLICES-1;i++){
  636. float absfac=1.0f-pd.a[i]*pow(pd.a[15],2.); if(absfac<0.)absfac=0.; slices[i]=pd.r[i]*absfac;
  637. slices[i]*=light.r[i];
  638. }
  639. vec3 xyz=Spectral2XYZ(slices); vec3 rgb=XYZ2sRGB(xyz); return rgb;
  640. }
  641. )";
  642. const char OUR_PIGMENT_TEXTURE_MIX_SHADER[]=R"(
  643. #extension GL_ARB_shading_language_420pack : enable // uniform sampler binding
  644. precision highp float;
  645. precision highp int;
  646. layout (binding=2) uniform highp usampler2D TexColorUI0;
  647. layout (binding=5) uniform highp usampler2D TexColorUI1;
  648. in vec2 fUV;
  649. layout(location = 0) out uvec4 outColor;
  650. #with OUR_PIGMENT_COMMON
  651. void main(){
  652. ivec2 iuv=ivec2(ivec2(fUV*512.)*2);
  653. ivec2 iuvscr=ivec2(gl_FragCoord.xy); int xof=iuvscr.x%2; int yof=iuvscr.y%2; iuvscr.x-=xof; iuvscr.y-=yof;
  654. PigmentData p0 = GetPixel(TexColorUI0,iuv);
  655. PigmentData p1 = GetPixel(TexColorUI1,iuvscr);
  656. PigmentData result = PigmentOver(p0,p1);
  657. int choose = xof*2+yof;
  658. uvec4 pixel = PackPixel(p0,choose);
  659. outColor=pixel;
  660. }
  661. )";
  662. const char OUR_PIGMENT_TEXTURE_DISPLAY_SHADER[]=R"(
  663. #extension GL_ARB_shading_language_420pack : enable // uniform sampler binding
  664. precision highp float;
  665. precision highp int;
  666. layout (binding=2) uniform highp usampler2D TexColorUI;
  667. uniform uvec2 display_size;
  668. in vec2 fUV;
  669. layout(location = 0) out vec4 outColor;
  670. #with OUR_PIGMENT_COMMON
  671. layout(std140) uniform CanvasPigmentBlock{
  672. PigmentData light;
  673. PigmentData paper;
  674. }uCanvasPigment;
  675. void main(){
  676. ivec2 iuv=ivec2(fUV*vec2(display_size)); //int xof=iuv.x%2; int yof=iuv.y%2; iuv.x-=xof; iuv.y-=yof;
  677. PigmentData p0 = GetPixelDebayer(TexColorUI,iuv);
  678. PigmentData final = PigmentOver(p0,uCanvasPigment.paper);
  679. vec3 pixel = to_log_srgb(PigmentToRGB(final,uCanvasPigment.light));
  680. outColor=vec4(pixel,1.0);
  681. }
  682. )";