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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- #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 usampler2D TexColorUI;
- uniform highp sampler2DMS TexColorMS;
- 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
- 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; 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<SampleAmount;i++){ vec4 res=texelFetch(TexColorMS, ivec2(fUV * vec2(texSize)),i); if(res[0]>-1e19) color+=res; };
- color/=float(SampleAmount);
- if(MultiplyColor!=0){color*=fColor;}
- }else if(TextureMode==4){
- color=vec4(texture(TexColorUI,fUV.st))/vec4(65535.);
- 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=vec4(ConvertColorSpace(color.rgb),color.a); 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<SampleAmount;i++) color+=texelFetch(TexColorMS, ivec2(fUV * vec2(texSize)),i);
- color/=float(SampleAmount);
- if(MultiplyColor!=0){color*=fColor;}
- return color;
- }
- else return vec4(1,0,1,1);
- }
- float GetShadow(vec4 GPos){
- vec3 projCoords = GPos.xyz / GPos.w;
- projCoords = projCoords * 0.5 + 0.5;
- float closestDepth = GetTexture(projCoords.xy).r;
- float currentDepth = projCoords.z;
- float shadow = currentDepth > (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.);
- })";
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