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Allow color properties for shader effects.
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// enve - 2D animations software | ||
// Copyright (C) 2016-2020 Maurycy Liebner | ||
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// 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. | ||
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// 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. | ||
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// You should have received a copy of the GNU General Public License | ||
// along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
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#version 330 core | ||
layout(location = 0) out vec4 fragColor; | ||
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in vec2 texCoord; | ||
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uniform sampler2D texture; | ||
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uniform vec4 colorizeColor; | ||
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vec3 HUEtoRGB(in float H) { | ||
float R = abs(H * 6 - 3) - 1; | ||
float G = 2 - abs(H * 6 - 2); | ||
float B = 2 - abs(H * 6 - 4); | ||
return clamp(vec3(R,G,B), 0., 1.); | ||
} | ||
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float Epsilon = 1e-10; | ||
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vec3 RGBtoHCV(in vec3 RGB) { | ||
// Based on work by Sam Hocevar and Emil Persson | ||
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0); | ||
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx); | ||
float C = Q.x - min(Q.w, Q.y); | ||
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); | ||
return vec3(H, C, Q.x); | ||
} | ||
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vec3 HSLtoRGB(in vec3 HSL) { | ||
vec3 RGB = HUEtoRGB(HSL.x); | ||
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y; | ||
return (RGB - 0.5) * C + HSL.z; | ||
} | ||
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vec3 RGBtoHSL(in vec3 RGB) { | ||
vec3 HCV = RGBtoHCV(RGB); | ||
float L = HCV.z - HCV.y * 0.5; | ||
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon); | ||
return vec3(HCV.x, S, L); | ||
} | ||
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void main(void) { | ||
vec4 texColor = texture2D(texture, texCoord); | ||
if(texColor.a < 0.00001f) { | ||
fragColor = texColor; | ||
} else { | ||
vec3 hslColorize = RGBtoHSL(colorizeColor.rgb); | ||
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float hue = hslColorize.x; | ||
float saturation = hslColorize.y; | ||
float lightness = hslColorize.z; | ||
float alpha = colorizeColor.a; | ||
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vec4 tmpColor = texColor; | ||
tmpColor.rgb /= tmpColor.a; | ||
tmpColor.xyz = RGBtoHSL(tmpColor.rgb); | ||
tmpColor.x = hue; | ||
tmpColor.y = saturation; | ||
tmpColor.z = clamp(tmpColor.z + lightness, 0., 1.); | ||
tmpColor.rgb = HSLtoRGB(tmpColor.xyz) * tmpColor.a; | ||
if(alpha > 0.99999f) { | ||
fragColor = tmpColor; | ||
} else { | ||
fragColor = tmpColor*alpha + texColor*(1 - alpha); | ||
} | ||
} | ||
} |
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<!-- enve - 2D animations software --> | ||
<!-- Copyright (C) 2016-2020 Maurycy Liebner --> | ||
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<!-- 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. --> | ||
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||
<!-- 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. --> | ||
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<!-- You should have received a copy of the GNU General Public License --> | ||
<!-- along with this program. If not, see <http://www.gnu.org/licenses/>. --> | ||
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<ShaderEffect name="Colorize 2" menuPath="Examples"> | ||
<Properties> | ||
<Property name="colorizeColor" type="color" ini="[1, 0, 0, 1]" glValue="true"/> | ||
</Properties> | ||
</ShaderEffect> |
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