/* * 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 rad(float d){ return d/180.0*M_PI; } float deg(float r){ return r*180.0/M_PI; } 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; } vec3 YUV2sRGB(vec3 yuv){ yuv[0]=1.1643*(yuv[0]-0.0625); yuv[1]-=0.5; yuv[2]-=0.5; vec3 rgb; rgb[0] = (yuv[0] + 1.793 * yuv[2]); rgb[1] = (yuv[0] - 0.213 * yuv[1] - 0.533 * yuv[2]); rgb[2] = (yuv[0] + 2.112 * yuv[1]); return rgb; } #define htsize HalftoneSize vec4 rgb2cmyk(vec3 rgb){ vec4 cmyk; cmyk.w=1.-max(max(rgb.r,rgb.g),rgb.b); float k1=1.-cmyk.w; cmyk.r=(k1-rgb.r)/k1; cmyk.g=(k1-rgb.g)/k1; cmyk.b=(k1-rgb.b)/k1; return cmyk; } vec3 cmyk2rgb(vec4 cmyk){ vec3 rgb; float k1=1.-cmyk.w; rgb.r=(1.-cmyk.r)*k1; rgb.g=(1.-cmyk.g)*k1; rgb.b=(1.-cmyk.b)*k1; return rgb; } float rand(vec2 co){ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } float HalftoneSingle(float a,float ps,float theta,float sm){ float psize=ps; vec2 ctr=vec2(psize/2.,psize/2.); vec2 pt=vec2(psize,psize); vec2 xy=gl_FragCoord.xy; xy=vec2(sin(theta)*xy.x-cos(theta)*xy.y,cos(theta)*xy.x+sin(theta)*xy.y); xy.x=xy.x+rand(xy)/1.; xy.y=xy.y+rand(xy)/1.; ivec2 xyi=ivec2(int(xy.x/psize),int(xy.y/psize)); vec2 xyf=mod(xy,pt); float px1=(sm==1.)?(3.0f/psize):(0.000001); float cmp=(pow(a,1.)*psize/2.*(1.414+px1)); float fac=distance(xyf,ctr)/cmp; return smoothstep(1.+px1,1.-px1,fac); } vec4 halftone(vec4 color){ vec4 cmyk=rgb2cmyk(color.rgb); float a=color.a*(gl_FragCoord.x/400.0f); cmyk.r=HalftoneSingle(cmyk.r,htsize,rad(15.0),1.); cmyk.g=HalftoneSingle(cmyk.g,htsize,rad(75.0),1.); cmyk.b=HalftoneSingle(cmyk.b,htsize,rad(0.),1.); cmyk.a=HalftoneSingle(cmyk.a,htsize,rad(45.0),1.); color.rgb=cmyk2rgb(cmyk); //color.a=HalftoneSingle(a,htsize,rad(30),0); return color; } )"; extern "C" const char* TNS_VERTEX_SIMPLE_MATCAP = R"(#version 310 es precision highp float; 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 310 es precision highp float; smooth in vec3 fNormal; out vec4 outColor; 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; outColor = vec4(vec3(0.84, 0.41, 0.16)*value,1); })"; extern "C" const char* TNS_VERTEX_GRID = R"(#version 310 es precision highp float; 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 310 es precision highp float; in vec4 fColor; in vec2 uv; out vec4 outColor; void main(){ vec4 c = fColor; c.a = sin(uv.x)*sin(uv.y)>0.?c.a:0.; outColor = c; })"; extern "C" const char* LA_IMM_VERTEX_SHADER = R"(#version 310 es precision highp float; 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*=1.0+0.00005*float(DoOffset); } 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 310 es precision highp float; precision highp int; uniform highp sampler2D TexColor; uniform highp sampler2DMS TexColorMS; uniform highp usampler2D TexColorUI; uniform int TextureMode; uniform int ColorMode; uniform int MultiplyColor; uniform int SampleAmount; uniform int UseNormal; uniform float UseHalftone; uniform float HalftoneSize; uniform int InputColorSpace; uniform int OutputColorSpace; uniform int Composing; uniform float ComposingGamma; uniform float ComposingBlackpoint; uniform int ShowStripes; uniform float HCYGamma; uniform vec3 uObjectPos; uniform vec3 uViewPos; uniform vec3 uViewDir; 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 #with TNS_SHADER_LIBRARY #with TNS_GLES_UINT_TEXTURE vec4 ConvertColorSpace(vec4 _rgba){ vec3 color=_rgba.rgb; 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)); /*_rgba.a=srgb_transfer_function(_rgba.a);*/ } if(OutputColorSpace==1){ color=to_log_clay(XYZ2Clay(xyz)); /*_rgba.a=pow(_rgba.a,1.0/2.19921875);*/ } }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); /*_rgba.a=srgb_transfer_function(_rgba.a);*/ } if(OutputColorSpace==1){ color=to_log_clay(color); /*_rgba.a=pow(_rgba.a,1.0/2.19921875);*/ } } } 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 vec4(color,_rgba.a); } #ifdef GLES_UINT_TEXTURE vec4 cunpack(uint d){ return vec4(float(d&0xFFu)/255.,float((d>>8u)&0xFFu)/255.,float((d>>16u)&0xFFu)/255.,float((d>>24u)&0xFFu)/255.); } #endif void main(){ vec4 color=vec4(1,0,1,1); if(TextureMode==0){ color = fColor; if(UseHalftone>0.) color.a=HalftoneSingle(color.a,htsize,rad(7.),0.); } else if(TextureMode==1){color = vec4(fColor.rgb,fColor.a*texture(TexColor,fUV.st).r);} else if(TextureMode==2){ color=texture(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/=float(SampleAmount); if(MultiplyColor!=0){color*=fColor;} }else if(TextureMode==4){ #ifdef GLES_UINT_TEXTURE color=cunpack(texture(TexColorUI,fUV.st).r); #else color=vec4(texture(TexColorUI,fUV.st))/vec4(65535.); #endif if(MultiplyColor!=0){color*=fColor;} }else if(TextureMode==101){ // YUYV ivec2 tsize = textureSize(TexColor,0); vec2 pixel = fUV.st * vec2(tsize); ivec2 tpixel = ivec2(pixel); vec4 yuyv = texture(TexColor,fUV.st); //texelFetch(TexColor,tpixel,0); vec3 yuv; yuv.yz=yuyv.yw; if(fract(pixel.x)<=1.){ yuv.x=yuyv.x; }else{ yuv.x=yuyv.z; } color=vec4(YUV2sRGB(yuv),1.0f); if(MultiplyColor!=0){color*=fColor;} }else if(TextureMode==102){ // UYVY ivec2 tsize = textureSize(TexColor,0); vec2 pixel = fUV.st * vec2(tsize); ivec2 tpixel = ivec2(pixel); vec4 uyvy = texture(TexColor,fUV.st); //texelFetch(TexColor,tpixel,0); vec3 yuv; yuv.yz=uyvy.xz; if(fract(pixel.x)<=1.){ yuv.x=uyvy.y; }else{ yuv.x=uyvy.w; } color=vec4(YUV2sRGB(yuv),1.0f); if(MultiplyColor!=0){color*=fColor;} } if(UseNormal!=0){ color.a=HalftoneSingle(color.a,htsize,rad(7.),0.); if(color.a==0.) discard; float light_factor=dot(fNormal,vec3(0,0,1)); vec3 vd=uViewDir; if(length(uViewDir)<0.5){ vd=fGPos-uViewPos; } float view=dot(fNormal,vd); 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=ConvertColorSpace(color); color.a=clamp(color.a,0.,1.); if(Composing!=0){ if(color.rgb!=vec3(0,0,0)){ //vec3 cl=srgb_to_okhsl(color.rgb); //cl.z=cl.z/1.0f*(1.0f-ComposingBlackpoint)+ComposingBlackpoint; //cl.z=pow(cl.z,ComposingGamma); //color.rgb=okhsl_to_srgb(cl); color.rgb=pow(color.rgb,vec3(ComposingGamma,ComposingGamma,ComposingGamma)); color.r=color.r/1.0f*(1.0f-ComposingBlackpoint)+ComposingBlackpoint; color.g=color.g/1.0f*(1.0f-ComposingBlackpoint)+ComposingBlackpoint; color.b=color.b/1.0f*(1.0f-ComposingBlackpoint)+ComposingBlackpoint; }else{ color.rgb=vec3(ComposingBlackpoint,ComposingBlackpoint,ComposingBlackpoint); } } if(UseHalftone>1e-6){ color=mix(color,halftone(color),UseHalftone); } outColor = color; outGPos = fGPos; })"; extern "C" const char* LA_OBJECT_FRAGMENT_SHADER = R"(#version 310 es precision highp float; uniform int UseNormal; uniform float UseHalftone; uniform float HalftoneSize; uniform vec3 uObjectPos; uniform vec3 uViewPos; uniform vec3 uViewDir; 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 #with TNS_SHADER_LIBRARY void main(){ vec4 color=fColor; { #with TNS_SHADER_MATERIAL } if(UseNormal!=0){ color.a=HalftoneSingle(color.a,htsize,rad(7),0); if(color.a==0) discard; float light_factor=dot(fNormal,vec3(0,0,1)); vec3 vd=uViewDir; if(len(uViewDir)<0.5){ vd=fGPos-uViewPos; } float view=dot(fNormal,vd); 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; } if(UseHalftone>1e-6){ color=mix(color,halftone(color),UseHalftone); } outColor = color; outGPos = fGPos; })"; extern "C" const char* LA_FLOOR_VERTEX_SHADER = R"(#version 310 es precision highp float; 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 310 es precision highp float; 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 310 es precision highp float; 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 310 es precision highp float; uniform vec3 uViewDir; uniform vec3 uViewPos; uniform float uFOV; in vec3 fViewDir; uniform highp sampler2D TexColor; uniform highp sampler2D TexNormal; uniform highp sampler2D TexGPos; #with LA_SHADER_LIB_FXAA out vec4 outColor; 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/vec2(textureSize(TexColor,0)); vec4 buffer_color=fxaa(TexColor,uv,vec2(textureSize(TexColor,0))); //vec4 buffer_color=texture(TexColor,uv); outColor = mul*color+buffer_color; })"; extern "C" const char* LA_SCENE_VERTEX_SHADER = R"(#version 310 es precision highp float; 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 310 es precision highp float; uniform highp sampler2D TexColor; uniform highp sampler2DMS TexColorMS;\ uniform int TextureMode; uniform int SampleAmount; uniform int MultiplyColor; in vec4 fColor; //in vec4 fNormal; in vec2 fUV; in vec4 fGPos; out vec4 outColor; vec4 GetTexture(vec2 uv){ vec4 color=vec4(1,0,1,1); if(TextureMode==1 || TextureMode==2){ return texture(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(){ outColor=GetShadow(fGPos)*fColor; })"; extern "C" const char* LA_CASCADE_SHADOW_VERTEX_SHADER = R"(#version 310 es precision highp float; 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 310 es\n \ precision highp float;\nvoid main(){gl_FragDepth = gl_FragCoord.z;}"; extern "C" const char* LA_SELECTION_VERTEX_SHADER = R"(#version 310 es precision highp float; in vec4 vVertex; in vec3 vColor; uniform mat4 mProjection; uniform mat4 mModel; uniform mat4 mView; uniform int DoOffset; flat out vec3 fIdColor; void main(){ vec4 pos = mProjection * mView * mModel * vVertex; if(DoOffset!=0){ pos.xyw*=1.00005; } gl_Position = pos; fIdColor = vColor; })"; extern "C" const char* LA_SELECTION_FRAGMENT_SHADER = R"(#version 310 es precision highp float; flat in vec3 fIdColor; out vec4 outColor; void main(){ outColor=vec4(fIdColor,1.); })";