/*
* LaGUI: A graphical application framework.
* Copyright (C) 2022-2023 Wu Yiming
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "la_5.h"
extern "C" const char* TNS_SHADER_COLOR_COMMON=R"(
#define M_PI 3.1415926535897932384626433832795
float cbrt( float x ){
return sign(x)*pow(abs(x),1.0f/3.0f);
}
float srgb_transfer_function(float a){
return .0031308f >= a ? 12.92f * a : 1.055f * pow(a, .4166666666666667f) - .055f;
}
float srgb_transfer_function_inv(float a){
return .04045f < a ? pow((a + .055f) / 1.055f, 2.4f) : a / 12.92f;
}
vec3 to_log_srgb(vec3 color){
return vec3(srgb_transfer_function(color.r),srgb_transfer_function(color.g),srgb_transfer_function(color.b));
}
vec3 to_linear_srgb(vec3 color){
return vec3(srgb_transfer_function_inv(color.r),srgb_transfer_function_inv(color.g),srgb_transfer_function_inv(color.b));
}
vec3 to_linear_clay(vec3 color){
return vec3(pow(color.r,2.19921875),pow(color.g,2.19921875),pow(color.b,2.19921875));
}
vec3 to_log_clay(vec3 color){
return vec3(pow(color.r,1.0/2.19921875),pow(color.g,1.0/2.19921875),pow(color.b,1.0/2.19921875));
}
vec3 linear_srgb_to_oklab(vec3 c){
float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
float l_ = cbrt(l);
float m_ = cbrt(m);
float s_ = cbrt(s);
return vec3(
0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_,
1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_,
0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_
);
}
vec3 oklab_to_linear_srgb(vec3 c){
float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
return vec3(
+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s
);
}
vec3 oklab_to_xyz(vec3 c){
float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
mat3 mat=inverse(mat3(vec3(+0.8189330101,+0.0329845436,+0.0482003018),
vec3(+0.3618667424,+0.9293118715,+0.2643662691),
vec3(-0.1288597137,+0.0361456387,+0.6338517070)));
return mat*vec3(l,m,s);
}
float compute_max_saturation(float a, float b){ float k0, k1, k2, k3, k4, wl, wm, ws;
if (-1.88170328f * a - 0.80936493f * b > 1.f){ k0 = +1.19086277f; k1 = +1.76576728f; k2 = +0.59662641f; k3 = +0.75515197f; k4 = +0.56771245f;
wl = +4.0767416621f; wm = -3.3077115913f; ws = +0.2309699292f;
}
else if (1.81444104f * a - 1.19445276f * b > 1.f){ k0 = +0.73956515f; k1 = -0.45954404f; k2 = +0.08285427f; k3 = +0.12541070f; k4 = +0.14503204f;
wl = -1.2684380046f; wm = +2.6097574011f; ws = -0.3413193965f;
}
else{ k0 = +1.35733652f; k1 = -0.00915799f; k2 = -1.15130210f; k3 = -0.50559606f; k4 = +0.00692167f;
wl = -0.0041960863f; wm = -0.7034186147f; ws = +1.7076147010f;
} float S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b;
float k_l = +0.3963377774f * a + 0.2158037573f * b;
float k_m = -0.1055613458f * a - 0.0638541728f * b;
float k_s = -0.0894841775f * a - 1.2914855480f * b;{
float l_ = 1.f + S * k_l;
float m_ = 1.f + S * k_m;
float s_ = 1.f + S * k_s;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
float l_dS = 3.f * k_l * l_ * l_;
float m_dS = 3.f * k_m * m_ * m_;
float s_dS = 3.f * k_s * s_ * s_;
float l_dS2 = 6.f * k_l * k_l * l_;
float m_dS2 = 6.f * k_m * k_m * m_;
float s_dS2 = 6.f * k_s * k_s * s_;
float f = wl * l + wm * m + ws * s;
float f1 = wl * l_dS + wm * m_dS + ws * s_dS;
float f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2;
S = S - f * f1 / (f1 * f1 - 0.5f * f * f2);
}
return S;
}
vec2 find_cusp(float a, float b){ float S_cusp = compute_max_saturation(a, b); vec3 rgb_at_max = oklab_to_linear_srgb(vec3( 1, S_cusp * a, S_cusp * b ));
float L_cusp = cbrt(1.f / max(max(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b));
float C_cusp = L_cusp * S_cusp;
return vec2( L_cusp , C_cusp );
}
float find_gamut_intersection(float a, float b, float L1, float C1, float L0, vec2 cusp){ float t;
if (((L1 - L0) * cusp.y - (cusp.x - L0) * C1) <= 0.f){
t = cusp.y * L0 / (C1 * cusp.x + cusp.y * (L0 - L1));
}
else{ t = cusp.y * (L0 - 1.f) / (C1 * (cusp.x - 1.f) + cusp.y * (L0 - L1)); {
float dL = L1 - L0;
float dC = C1;
float k_l = +0.3963377774f * a + 0.2158037573f * b;
float k_m = -0.1055613458f * a - 0.0638541728f * b;
float k_s = -0.0894841775f * a - 1.2914855480f * b;
float l_dt = dL + dC * k_l;
float m_dt = dL + dC * k_m;
float s_dt = dL + dC * k_s; {
float L = L0 * (1.f - t) + t * L1;
float C = t * C1;
float l_ = L + C * k_l;
float m_ = L + C * k_m;
float s_ = L + C * k_s;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
float ldt = 3.f * l_dt * l_ * l_;
float mdt = 3.f * m_dt * m_ * m_;
float sdt = 3.f * s_dt * s_ * s_;
float ldt2 = 6.f * l_dt * l_dt * l_;
float mdt2 = 6.f * m_dt * m_dt * m_;
float sdt2 = 6.f * s_dt * s_dt * s_;
float r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1.f;
float r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt;
float r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2;
float u_r = r1 / (r1 * r1 - 0.5f * r * r2);
float t_r = -r * u_r;
float g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1.f;
float g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt;
float g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2;
float u_g = g1 / (g1 * g1 - 0.5f * g * g2);
float t_g = -g * u_g;
float b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1.f;
float b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt;
float b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2;
float u_b = b1 / (b1 * b1 - 0.5f * b * b2);
float t_b = -b * u_b;
t_r = u_r >= 0.f ? t_r : 10000.f;
t_g = u_g >= 0.f ? t_g : 10000.f;
t_b = u_b >= 0.f ? t_b : 10000.f;
t += min(t_r, min(t_g, t_b));
}
}
}
return t;
}
float find_gamut_intersection(float a, float b, float L1, float C1, float L0){ vec2 cusp = find_cusp(a, b);
return find_gamut_intersection(a, b, L1, C1, L0, cusp);
}
vec3 gamut_clip_preserve_chroma(vec3 rgb){
if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
return rgb;
vec3 lab = linear_srgb_to_oklab(rgb);
float L = lab.x;
float eps = 0.00001f;
float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
float a_ = lab.y / C;
float b_ = lab.z / C;
float L0 = clamp(L, 0.f, 1.f);
float t = find_gamut_intersection(a_, b_, L, C, L0);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_project_to_0_5(vec3 rgb){
if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
return rgb;
vec3 lab = linear_srgb_to_oklab(rgb);
float L = lab.x;
float eps = 0.00001f;
float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
float a_ = lab.y / C;
float b_ = lab.z / C;
float L0 = 0.5;
float t = find_gamut_intersection(a_, b_, L, C, L0);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_project_to_L_cusp(vec3 rgb){
if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
return rgb;
vec3 lab = linear_srgb_to_oklab(rgb);
float L = lab.x;
float eps = 0.00001f;
float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
float a_ = lab.y / C;
float b_ = lab.z / C; vec2 cusp = find_cusp(a_, b_);
float L0 = cusp.x;
float t = find_gamut_intersection(a_, b_, L, C, L0);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_adaptive_L0_0_5(vec3 rgb, float alpha){
if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
return rgb;
vec3 lab = linear_srgb_to_oklab(rgb);
float L = lab.x;
float eps = 0.00001f;
float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
float a_ = lab.y / C;
float b_ = lab.z / C;
float Ld = L - 0.5f;
float e1 = 0.5f + abs(Ld) + alpha * C;
float L0 = 0.5f * (1.f + sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * abs(Ld))));
float t = find_gamut_intersection(a_, b_, L, C, L0);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_adaptive_L0_L_cusp(vec3 rgb, float alpha){
if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
return rgb;
vec3 lab = linear_srgb_to_oklab(rgb);
float L = lab.x;
float eps = 0.00001f;
float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
float a_ = lab.y / C;
float b_ = lab.z / C; vec2 cusp = find_cusp(a_, b_);
float Ld = L - cusp.x;
float k = 2.f * (Ld > 0.f ? 1.f - cusp.x : cusp.x);
float e1 = 0.5f * k + abs(Ld) + alpha * C / k;
float L0 = cusp.x + 0.5f * (sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * k * abs(Ld))));
float t = find_gamut_intersection(a_, b_, L, C, L0);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
float toe(float x){
float k_1 = 0.206f;
float k_2 = 0.03f;
float k_3 = (1.f + k_1) / (1.f + k_2);
return 0.5f * (k_3 * x - k_1 + sqrt((k_3 * x - k_1) * (k_3 * x - k_1) + 4.f * k_2 * k_3 * x));
}
float toe_inv(float x){
float k_1 = 0.206f;
float k_2 = 0.03f;
float k_3 = (1.f + k_1) / (1.f + k_2);
return (x * x + k_1 * x) / (k_3 * (x + k_2));
}
vec2 to_ST(vec2 cusp){
float L = cusp.x;
float C = cusp.y;
return vec2( C / L, C / (1.f - L) );
}
vec2 get_ST_mid(float a_, float b_){
float S = 0.11516993f + 1.f / (
+7.44778970f + 4.15901240f * b_
+ a_ * (-2.19557347f + 1.75198401f * b_
+ a_ * (-2.13704948f - 10.02301043f * b_
+ a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_
)))
);
float T = 0.11239642f + 1.f / (
+1.61320320f - 0.68124379f * b_
+ a_ * (+0.40370612f + 0.90148123f * b_
+ a_ * (-0.27087943f + 0.61223990f * b_
+ a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_
)))
);
return vec2( S, T );
}
vec3 get_Cs(float L, float a_, float b_){
vec2 cusp = find_cusp(a_, b_);
float C_max = find_gamut_intersection(a_, b_, L, 1.f, L, cusp);
vec2 ST_max = to_ST(cusp); float k = C_max / min((L * ST_max.x), (1.f - L) * ST_max.y);
float C_mid;{
vec2 ST_mid = get_ST_mid(a_, b_); float C_a = L * ST_mid.x;
float C_b = (1.f - L) * ST_mid.y;
C_mid = 0.9f * k * sqrt(sqrt(1.f / (1.f / (C_a * C_a * C_a * C_a) + 1.f / (C_b * C_b * C_b * C_b))));
}
float C_0;{ float C_a = L * 0.4f;
float C_b = (1.f - L) * 0.8f; C_0 = sqrt(1.f / (1.f / (C_a * C_a) + 1.f / (C_b * C_b)));
}
return vec3( C_0, C_mid, C_max );
}
vec3 okhsl_to_srgb(vec3 hsl){
float h = hsl.x;
float s = hsl.y;
float l = hsl.z;
if (l == 1.0f){
return vec3( 1.f, 1.f, 1.f );
}
else if (l == 0.f){
return vec3( 0.f, 0.f, 0.f );
}
float a_ = cos(2.f * M_PI * h);
float b_ = sin(2.f * M_PI * h);
float L = toe_inv(l);
vec3 cs = get_Cs(L, a_, b_);
float C_0 = cs.x;
float C_mid = cs.y;
float C_max = cs.z;
float mid = 0.8f;
float mid_inv = 1.25f;
float C, t, k_0, k_1, k_2;
if (s < mid){
t = mid_inv * s;
k_1 = mid * C_0;
k_2 = (1.f - k_1 / C_mid);
C = t * k_1 / (1.f - k_2 * t);
}
else{
t = (s - mid)/ (1.f - mid);
k_0 = C_mid;
k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
k_2 = (1.f - (k_1) / (C_max - C_mid));
C = k_0 + t * k_1 / (1.f - k_2 * t);
}
vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
return vec3(
srgb_transfer_function(rgb.r),
srgb_transfer_function(rgb.g),
srgb_transfer_function(rgb.b)
);
}
vec3 okhsl_to_linear_srgb(vec3 hsl){
float h = hsl.x;
float s = hsl.y;
float l = hsl.z;
if (l == 1.0f){
return vec3( 1.f, 1.f, 1.f );
}
else if (l == 0.f){
return vec3( 0.f, 0.f, 0.f );
}
float a_ = cos(2.f * M_PI * h);
float b_ = sin(2.f * M_PI * h);
float L = toe_inv(l);
vec3 cs = get_Cs(L, a_, b_);
float C_0 = cs.x;
float C_mid = cs.y;
float C_max = cs.z;
float mid = 0.8f;
float mid_inv = 1.25f;
float C, t, k_0, k_1, k_2;
if (s < mid){
t = mid_inv * s;
k_1 = mid * C_0;
k_2 = (1.f - k_1 / C_mid);
C = t * k_1 / (1.f - k_2 * t);
}
else{
t = (s - mid)/ (1.f - mid);
k_0 = C_mid;
k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
k_2 = (1.f - (k_1) / (C_max - C_mid));
C = k_0 + t * k_1 / (1.f - k_2 * t);
}
return oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
}
vec3 okhsl_to_xyz(vec3 hsl){
float h = hsl.x;
float s = hsl.y;
float l = hsl.z;
if (l == 1.0f){
return vec3( 1.f, 1.f, 1.f );
}
else if (l == 0.f){
return vec3( 0.f, 0.f, 0.f );
}
float a_ = cos(2.f * M_PI * h);
float b_ = sin(2.f * M_PI * h);
float L = toe_inv(l);
vec3 cs = get_Cs(L, a_, b_);
float C_0 = cs.x;
float C_mid = cs.y;
float C_max = cs.z;
float mid = 0.8f;
float mid_inv = 1.25f;
float C, t, k_0, k_1, k_2;
if (s < mid){
t = mid_inv * s;
k_1 = mid * C_0;
k_2 = (1.f - k_1 / C_mid);
C = t * k_1 / (1.f - k_2 * t);
}
else{
t = (s - mid)/ (1.f - mid);
k_0 = C_mid;
k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
k_2 = (1.f - (k_1) / (C_max - C_mid));
C = k_0 + t * k_1 / (1.f - k_2 * t);
}
return oklab_to_xyz(vec3( L, C * a_, C * b_ ));
}
vec3 srgb_to_okhsl(vec3 rgb){
vec3 lab = linear_srgb_to_oklab(vec3(
srgb_transfer_function_inv(rgb.r),
srgb_transfer_function_inv(rgb.g),
srgb_transfer_function_inv(rgb.b)
));
float C = sqrt(lab.y * lab.y + lab.z * lab.z);
float a_ = lab.y / C;
float b_ = lab.z / C;
float L = lab.x;
float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI;
vec3 cs = get_Cs(L, a_, b_);
float C_0 = cs.x;
float C_mid = cs.y;
float C_max = cs.z;
float mid = 0.8f;
float mid_inv = 1.25f;
float s;
if (C < C_mid){
float k_1 = mid * C_0;
float k_2 = (1.f - k_1 / C_mid);
float t = C / (k_1 + k_2 * C);
s = t * mid;
}
else{
float k_0 = C_mid;
float k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
float k_2 = (1.f - (k_1) / (C_max - C_mid));
float t = (C - k_0) / (k_1 + k_2 * (C - k_0));
s = mid + (1.f - mid) * t;
}
float l = toe(L);
return vec3( h, s, l );
}
vec3 okhsv_to_srgb(vec3 hsv){
float h = hsv.x;
float s = hsv.y;
float v = hsv.z;
float a_ = cos(2.f * M_PI * h);
float b_ = sin(2.f * M_PI * h);
vec2 cusp = find_cusp(a_, b_);
vec2 ST_max = to_ST(cusp);
float S_max = ST_max.x;
float T_max = ST_max.y;
float S_0 = 0.5f;
float k = 1.f- S_0 / S_max; float L_v = 1.f - s * S_0 / (S_0 + T_max - T_max * k * s);
float C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s);
float L = v * L_v;
float C = v * C_v; float L_vt = toe_inv(L_v);
float C_vt = C_v * L_vt / L_v;
float L_new = toe_inv(L);
C = C * L_new / L;
L = L_new;
vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt ));
float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f)));
L = L * scale_L;
C = C * scale_L;
vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
return vec3(
srgb_transfer_function(rgb.r),
srgb_transfer_function(rgb.g),
srgb_transfer_function(rgb.b)
);
})" R"(
vec3 srgb_to_okhsv(vec3 rgb){
vec3 lab = linear_srgb_to_oklab(vec3(
srgb_transfer_function_inv(rgb.r),
srgb_transfer_function_inv(rgb.g),
srgb_transfer_function_inv(rgb.b)
));
float C = sqrt(lab.y * lab.y + lab.z * lab.z);
float a_ = lab.y / C;
float b_ = lab.z / C;
float L = lab.x;
float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI;
vec2 cusp = find_cusp(a_, b_);
vec2 ST_max = to_ST(cusp);
float S_max = ST_max.x;
float T_max = ST_max.y;
float S_0 = 0.5f;
float k = 1.f - S_0 / S_max;
float t = T_max / (C + L * T_max);
float L_v = t * L;
float C_v = t * C;
float L_vt = toe_inv(L_v);
float C_vt = C_v * L_vt / L_v; vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt ));
float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f)));
L = L / scale_L;
C = C / scale_L;
C = C * toe(L) / L;
L = toe(L);
float v = L / L_v;
float s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v);
return vec3 (h, s, v );
}
vec3 sRGB2XYZ(vec3 color){
mat3 mat=mat3(vec3(0.4124564,0.3575761,0.1804375),
vec3(0.2126729,0.7151522,0.0721750),
vec3(0.0193339,0.1191920,0.9503041));
return color*mat;
}
vec3 Clay2XYZ(vec3 color){
mat3 mat=mat3(vec3(0.5767309,0.1855540,0.1881852),
vec3(0.2973769,0.6273491,0.0752741),
vec3(0.0270343,0.0706872,0.9911085));
return color*mat;
}
vec3 XYZ2sRGB(vec3 xyz){
mat3 mat=mat3(vec3(3.2404542,-1.5371385,-0.4985314),
vec3(-0.9692660,1.8760108,0.0415560),
vec3(0.0556434,-0.2040259,1.0572252));
return xyz*mat;
}
vec3 XYZ2Clay(vec3 xyz){
mat3 mat=mat3(vec3(2.0413690,-0.5649464,-0.3446944),
vec3(-0.9692660,1.8760108,0.0415560),
vec3(0.0134474,-0.1183897,1.0154096));
return xyz*mat;
}
)";
extern "C" const char* TNS_VERTEX_SIMPLE_MATCAP = R"(#version 330
uniform mat4 mProjection;
uniform mat4 mModel;
uniform mat4 mView;
in vec4 vVertex;
in vec3 vNormal;
smooth out vec3 fNormal;
void main(){
gl_Position = mProjection * mView * mModel * vVertex;
vec3 N = ( mView * mModel * vec4(vNormal,0)).xyz;
fNormal = normalize(N);
})";
extern "C" const char* TNS_FRAGMENT_SIMPLE_MATCAP = R"(#version 330
smooth in vec3 fNormal;
float Interpolate(float between1,float between2,float value1,float value2,float key){
float i = (key-between1)/(between2-between1);
return value1*(1-i)+value2*i;
}
void main(){
float value = dot(vec3(0,0,1),fNormal);
if(value<0.65) value=0.15;
else if(value>=0.65 && value<0.85) value=Interpolate(0.65,0.85,0.15,0.75,value);
else if(value>=0.85 && value<0.95) value=0.75;
else if(value>=0.95) value=0.9;
gl_FragColor = vec4(vec3(0.84, 0.41, 0.16)*value,1);
})";
extern "C" const char* TNS_VERTEX_GRID = R"(#version 330
uniform mat4 mProjection;
uniform mat4 mModel;
uniform mat4 mView;
in vec4 vVertex;
in vec4 vColor;
in vec2 vUV;
out vec4 fColor;
out vec2 uv;
void main(){
vec4 pos = mProjection * mView * mModel * vVertex;
gl_Position = pos;
fColor = vColor;
uv = vUV;
})";
extern "C" const char* TNS_FRAGMENT_TRANSPARNT_GRID = R"(#version 330
in vec4 fColor;
in vec2 uv;
void main(){
vec4 c = fColor;
c.a = sin(uv.x)*sin(uv.y)>0?c.a:0;
gl_FragColor = c;
})";
extern "C" const char* LA_IMM_VERTEX_SHADER = R"(#version 330
uniform mat4 mProjection;
uniform mat4 mModel;
uniform mat4 mView;
uniform int DoOffset;
in vec4 vVertex;
in vec4 vColor;
in vec3 vNormal;
in vec2 vUV;
out vec4 fColor;
out vec2 fUV;
flat out vec3 fNormal;
out vec3 fGPos;
void main(){
vec4 pos=mProjection * mView * mModel * vVertex;
if(DoOffset>0){ pos.xyw*=1.0001; }
gl_Position = pos;
fColor = vColor;
fUV=vUV;
fGPos=vec3((mModel * vVertex).xyz);
fNormal= normalize((mModel * vec4(vNormal,0.)).xyz);
})";
extern "C" const char* LA_IMM_FRAGMENT_SHADER = R"(#version 330
uniform sampler2D TexColor;\
uniform sampler2DMS TexColorMS;\
uniform int TextureMode;
uniform int ColorMode;
uniform int MultiplyColor;
uniform int SampleAmount;
uniform int UseNormal;
uniform int InputColorSpace;
uniform int OutputColorSpace;
uniform int ShowStripes;
uniform float HCYGamma;
uniform vec3 uViewPos;
in vec4 fColor;
in vec2 fUV;
flat in vec3 fNormal;
in vec3 fGPos;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec3 outNormal;
layout(location = 2) out vec3 outGPos;
#with TNS_SHADER_COLOR_COMMON
vec3 ConvertColorSpace(vec3 color){
if(InputColorSpace!=OutputColorSpace){
if(ColorMode==0){
if(InputColorSpace==0) color=to_linear_srgb(color);
else if(InputColorSpace==1) color=to_linear_clay(color);
}
vec3 xyz; if(ColorMode==1){ color.y=pow(color.y,max(HCYGamma,1)); color=okhsl_to_linear_srgb(color); }
if(InputColorSpace==1){ xyz=Clay2XYZ(color); }
if(InputColorSpace==0){ xyz=sRGB2XYZ(color); }
if(OutputColorSpace==0){ color=to_log_srgb(XYZ2sRGB(xyz)); }
if(OutputColorSpace==1){ color=to_log_clay(XYZ2Clay(xyz)); }
}else{
if(ColorMode==1){ color.y=pow(color.y,max(HCYGamma,1)); color=okhsl_to_srgb(color); }
else if(ColorMode==0){ color=color; }
else{
if(OutputColorSpace==0){ color=to_log_srgb(color); }
if(OutputColorSpace==1){ color=to_log_clay(color); }
}
}
if(ShowStripes!=0){
if(color.r>1.00001||color.g>1.00001||color.b>1.00001||color.r<0||color.g<0||color.b<0){ color=mix(color,vec3(0.5,0.5,0.5),(sin((gl_FragCoord.x+gl_FragCoord.y)/2)>0)?1:0.5); }
}
return color;
}
void main(){
vec4 color=vec4(1,0,1,1);
if(TextureMode==0){ color = fColor;}
else if(TextureMode==1){color = vec4(fColor.rgb,fColor.a*texture2D(TexColor,fUV.st).r);}
else if(TextureMode==2){
color=texture2D(TexColor,fUV.st);
if(MultiplyColor!=0){color*=fColor;}
}else if(TextureMode==3){
color=vec4(0,0,0,0);
ivec2 texSize = textureSize(TexColorMS);
for(int i=0;i-1e19) color+=res; };
color/=SampleAmount;
if(MultiplyColor!=0){color*=fColor;}
}
if(UseNormal!=0){
float light_factor=dot(fNormal,vec3(0,0,1));
float view=dot(fNormal,fGPos-uViewPos);
float factor=abs(light_factor);
if(light_factor*view>0){ factor=0; }
color=vec4(color.rgb*mix(0.2,1.,factor),color.a);
vec3 oNormal=fNormal; if(view<0){ oNormal=-fNormal; }
outNormal = oNormal;
}
color=vec4(ConvertColorSpace(color.rgb),color.a); color.a=clamp(color.a,0,1);
outColor = color;
outGPos = fGPos;
})";
extern "C" const char* LA_FLOOR_VERTEX_SHADER = R"(#version 330
uniform mat4 mProjection;
uniform mat4 mModel;
uniform mat4 mView;
in vec4 vVertex;
in vec4 vColor;
out vec3 fGPos;
out vec4 fColor;
void main(){
gl_Position=mProjection * mView * mModel * vVertex;
fGPos=vec3((mModel * vVertex).xyz);
fColor=vColor;
})";
extern "C" const char* LA_FLOOR_FRAGMENT_SHADER = R"(#version 330
uniform vec3 uViewPos;
uniform float uFar;
in vec4 fColor;
in vec3 fGPos;
layout(location = 0) out vec4 outColor;
void main(){
float fac=1-pow(clamp(length(uViewPos-fGPos)/uFar,0,1),0.4);
outColor=vec4(fColor.rgb,fColor.a*fac);
})";
extern "C" const char* LA_RAY_VERTEX_SHADER = R"(#version 330
in vec3 vUV;
in vec4 vVertex;
out vec3 fViewDir;
void main(){
gl_Position=vVertex;
fViewDir = vUV;
})";
extern "C" const char* LA_SHADER_LIB_FXAA = R"(
#define DIFF_LUM_ABS_HOLD 0.0833
#define DIFF_LUM_RES_HOLD 0.166
float luminance(vec3 col) {
return dot(col, vec3(0.2126729f, 0.7151522f, 0.0721750f));
}
vec4 fxaa(in sampler2D tex, vec2 uv, vec2 texsize) {
vec3 e = vec3(-1., 1., 0.);
vec2 offuv = uv;
vec3 colnw = texture(tex, uv + e.xy / texsize).rgb;
vec3 coln = texture(tex, uv + e.zy / texsize).rgb;
vec3 colne = texture(tex, uv + e.yy / texsize).rgb;
vec3 colw = texture(tex, uv + e.xz / texsize).rgb;
vec4 colm4 = texture(tex, uv + e.zz / texsize);
vec3 colm = colm4.rgb;
vec3 cole = texture(tex, uv + e.yz / texsize).rgb;
vec3 colsw = texture(tex, uv + e.xx / texsize).rgb;
vec3 cols = texture(tex, uv + e.zx / texsize).rgb;
vec3 colse = texture(tex, uv + e.yx / texsize).rgb;
float lnw = luminance(colnw), ln = luminance(coln), lne = luminance(colne),
lw = luminance(colw), lm = luminance(colm), le = luminance(cole),
lsw = luminance(colsw), ls = luminance(cols), lse = luminance(colse);
float maxl = max(ln, max(ls, max(lw, max(le, lm))));
float minl = min(ln, min(ls, min(lw, min(le, lm))));
float diff = maxl - minl;
if (diff < max(DIFF_LUM_ABS_HOLD, DIFF_LUM_RES_HOLD * maxl)) return colm4;
float filterfactor = 0.;
filterfactor += 2. * (ln + lw + ls + le) + lnw + lne + lsw + lse;
filterfactor /= 12.;
filterfactor = abs(filterfactor - lm);
filterfactor = clamp(filterfactor / diff, 0., 1.);
float blend = smoothstep(0., 1., filterfactor);
blend *= blend;
float hedge = 2.*(ln + ls - 2.*lm) + (lne + lse - 2.*le) + (lnw + lsw - 2.*lw);
float vedge = 2.*(le + lw - 2.*lm) + (lne + lnw - 2.*ln) + (lse + lsw - 2.*ls);
float ish = step(vedge, hedge);
float psoff = ish >= 1.0 ? 1./texsize.y : 1./texsize.x;
float pleft = ish >= 1.0 ? ln : le;
float pright = ish >= 1.0 ? ls : lw;
if (abs(pleft - lm) < abs(pright - lm)) psoff = -psoff;
if (ish >= 1.0) { offuv.y += psoff * blend; }else{ offuv.x += psoff * blend; }
return vec4(texture(tex, offuv).rgb,colm4.a);
})";
extern "C" const char* LA_RAY_FRAGMENT_SHADER = R"(#version 330
uniform vec3 uViewDir;
uniform vec3 uViewPos;
uniform float uFOV;
in vec3 fViewDir;
uniform sampler2D TexColor;
uniform sampler2D TexNormal;
uniform sampler2D TexGPos;
#with LA_SHADER_LIB_FXAA
void main(){
float d=dot(uViewDir,normalize(fViewDir));
float target=cos(uFOV/2.);
vec4 color=vec4(1.,1.,1.,1.); float mul=0.;
//if(d<(target+0.005)&&d>target) mul=1.0;
vec2 uv=gl_FragCoord.xy/textureSize(TexColor,0);
vec4 buffer_color=fxaa(TexColor,uv,textureSize(TexColor,0));
//vec4 buffer_color=texture2D(TexColor,uv);
gl_FragColor = mul*color+buffer_color;
})";
extern "C" const char* LA_SCENE_VERTEX_SHADER = R"(#version 330
uniform mat4 mProjection;
uniform mat4 mModel;
uniform mat4 mView;
uniform mat4 mShadow;
in vec4 vVertex;
in vec4 vColor;
in vec4 vNormal;
in vec2 vUV;
out vec4 fColor;
//out vec4 fNormal;
out vec2 fUV;
out vec4 fGPos;
void main(){
gl_Position= mProjection * mView * mModel * vVertex;
fUV=vUV;
//fNormal=vNormal;
fColor=vColor;
fGPos= mShadow * mModel * vVertex;\
})";
extern "C" const char* LA_SCENE_FRAGMENT_SHADER = R"(#version 330
uniform sampler2D TexColor;
uniform sampler2DMS TexColorMS;\
uniform int TextureMode;
uniform int SampleAmount;
uniform int MultiplyColor;
in vec4 fColor;
//in vec4 fNormal;
in vec2 fUV;
in vec4 fGPos;
vec4 GetTexture(vec2 uv){
vec4 color=vec4(1,0,1,1);
if(TextureMode==1 || TextureMode==2){ return texture2D(TexColor,uv); }
else if(TextureMode==3){
ivec2 texSize = textureSize(TexColorMS);
for(int i=0;i (closestDepth+0.001) ? 0.5 : 1.0;
return shadow;
}
void main(){
gl_FragColor=GetShadow(fGPos)*fColor;
})";
extern "C" const char* LA_CASCADE_SHADOW_VERTEX_SHADER = R"(#version 330
in vec4 vVertex;
uniform mat4 mModel;
uniform mat4 mShadow;
void main(){
gl_Position=mShadow*mModel*vVertex;
})";
extern "C" const char* LA_CASCADE_SHADOW_FRAGMENT_SHADER = "#version 330\nvoid main(){gl_FragDepth = gl_FragCoord.z;}";
extern "C" const char* LA_SELECTION_VERTEX_SHADER = R"(#version 330
in vec4 vVertex;
in vec3 vColor;
uniform mat4 mProjection;
uniform mat4 mModel;
uniform mat4 mView;
flat out vec3 fIdColor;
void main(){
gl_Position = mProjection * mView * mModel * vVertex;
fIdColor = vColor;
})";
extern "C" const char* LA_SELECTION_FRAGMENT_SHADER = R"(#version 330
flat in vec3 fIdColor;
void main(){
gl_FragColor=vec4(fIdColor,1.);
})";