Files
scratch-render/src/shaders/sprite.frag
2018-04-30 15:54:13 -04:00

206 lines
6.0 KiB
GLSL

precision mediump float;
uniform float u_fudge;
#ifdef DRAW_MODE_silhouette
uniform vec4 u_silhouetteColor;
#else // DRAW_MODE_silhouette
# ifdef ENABLE_color
uniform float u_color;
# endif // ENABLE_color
# ifdef ENABLE_brightness
uniform float u_brightness;
# endif // ENABLE_brightness
#endif // DRAW_MODE_silhouette
#ifdef DRAW_MODE_colorMask
uniform vec3 u_colorMask;
uniform float u_colorMaskTolerance;
#endif // DRAW_MODE_colorMask
#ifdef ENABLE_fisheye
uniform float u_fisheye;
#endif // ENABLE_fisheye
#ifdef ENABLE_whirl
uniform float u_whirl;
#endif // ENABLE_whirl
#ifdef ENABLE_pixelate
uniform float u_pixelate;
uniform vec2 u_skinSize;
#endif // ENABLE_pixelate
#ifdef ENABLE_mosaic
uniform float u_mosaic;
#endif // ENABLE_mosaic
#ifdef ENABLE_ghost
uniform float u_ghost;
#endif // ENABLE_ghost
uniform sampler2D u_skin;
varying vec2 v_texCoord;
#if !defined(DRAW_MODE_silhouette) && (defined(ENABLE_color) || defined(ENABLE_brightness))
// Branchless color conversions based on code from:
// http://www.chilliant.com/rgb2hsv.html by Ian Taylor
// Based in part on work by Sam Hocevar and Emil Persson
// See also: https://en.wikipedia.org/wiki/HSL_and_HSV#Formal_derivation
// Smaller values can cause problems with "color" and "brightness" effects on some mobile devices
const float epsilon = 1e-3;
// Convert an RGB color to Hue, Saturation, and Lightness.
// All components of input and output are expected to be in the [0,1] range.
vec3 convertRGB2HSL(vec3 rgb)
{
// Hue calculation has 3 cases, depending on which RGB component is largest, and one of those cases involves a "mod"
// operation. In order to avoid that "mod" we split the M==R case in two: one for G<B and one for B>G. The B>G case
// will be calculated in the negative and fed through abs() in the hue calculation at the end.
// See also: https://en.wikipedia.org/wiki/HSL_and_HSV#Hue_and_chroma
const vec4 hueOffsets = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
// temp1.xy = sort B & G (largest first)
// temp1.z = the hue offset we'll use if it turns out that R is the largest component (M==R)
// temp1.w = the hue offset we'll use if it turns out that R is not the largest component (M==G or M==B)
vec4 temp1 = rgb.b > rgb.g ? vec4(rgb.bg, hueOffsets.wz) : vec4(rgb.gb, hueOffsets.xy);
// temp2.x = the largest component of RGB ("M" / "Max")
// temp2.yw = the smaller components of RGB, ordered for the hue calculation (not necessarily sorted by magnitude!)
// temp2.z = the hue offset we'll use in the hue calculation
vec4 temp2 = rgb.r > temp1.x ? vec4(rgb.r, temp1.yzx) : vec4(temp1.xyw, rgb.r);
// m = the smallest component of RGB ("min")
float m = min(temp2.y, temp2.w);
// Chroma = M - m
float C = temp2.x - m;
// Lightness = 1/2 * (M + m)
float L = 0.5 * (temp2.x + m);
return vec3(
abs(temp2.z + (temp2.w - temp2.y) / (6.0 * C + epsilon)), // Hue
C / (1.0 - abs(2.0 * L - 1.0) + epsilon), // Saturation
L); // Lightness
}
vec3 convertHue2RGB(float hue)
{
float r = abs(hue * 6.0 - 3.0) - 1.0;
float g = 2.0 - abs(hue * 6.0 - 2.0);
float b = 2.0 - abs(hue * 6.0 - 4.0);
return clamp(vec3(r, g, b), 0.0, 1.0);
}
vec3 convertHSL2RGB(vec3 hsl)
{
vec3 rgb = convertHue2RGB(hsl.x);
float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
return (rgb - 0.5) * c + hsl.z;
}
#endif // !defined(DRAW_MODE_silhouette) && (defined(ENABLE_color) || defined(ENABLE_brightness))
const vec2 kCenter = vec2(0.5, 0.5);
void main()
{
vec2 texcoord0 = v_texCoord;
#ifdef ENABLE_mosaic
texcoord0 = fract(u_mosaic * texcoord0);
#endif // ENABLE_mosaic
#ifdef ENABLE_pixelate
{
// TODO: clean up "pixel" edges
vec2 pixelTexelSize = u_skinSize / u_pixelate;
texcoord0 = (floor(texcoord0 * pixelTexelSize) + kCenter) / pixelTexelSize;
}
#endif // ENABLE_pixelate
#ifdef ENABLE_whirl
{
const float kRadius = 0.5;
vec2 offset = texcoord0 - kCenter;
float offsetMagnitude = length(offset);
float whirlFactor = max(1.0 - (offsetMagnitude / kRadius), 0.0);
float whirlActual = u_whirl * whirlFactor * whirlFactor;
float sinWhirl = sin(whirlActual);
float cosWhirl = cos(whirlActual);
mat2 rotationMatrix = mat2(
cosWhirl, -sinWhirl,
sinWhirl, cosWhirl
);
texcoord0 = rotationMatrix * offset + kCenter;
}
#endif // ENABLE_whirl
#ifdef ENABLE_fisheye
{
vec2 vec = (texcoord0 - kCenter) / kCenter;
float vecLength = length(vec);
float r = pow(min(vecLength, 1.0), u_fisheye) * max(1.0, vecLength);
vec2 unit = vec / vecLength;
texcoord0 = kCenter + r * unit * kCenter;
}
#endif // ENABLE_fisheye
gl_FragColor = texture2D(u_skin, texcoord0);
if (gl_FragColor.a == 0.0)
{
discard;
}
#ifdef ENABLE_ghost
gl_FragColor.a *= u_ghost;
#endif // ENABLE_ghost
#ifdef DRAW_MODE_silhouette
// switch to u_silhouetteColor only AFTER the alpha test
gl_FragColor = u_silhouetteColor;
#else // DRAW_MODE_silhouette
#if defined(ENABLE_color) || defined(ENABLE_brightness)
{
vec3 hsl = convertRGB2HSL(gl_FragColor.xyz);
#ifdef ENABLE_color
{
// this code forces grayscale values to be slightly saturated
// so that some slight change of hue will be visible
const float minLightness = 0.11 / 2.0;
const float minSaturation = 0.09;
if (hsl.z < minLightness) hsl = vec3(0.0, 1.0, minLightness);
else if (hsl.y < minSaturation) hsl = vec3(0.0, minSaturation, hsl.z);
hsl.x = mod(hsl.x + u_color, 1.0);
if (hsl.x < 0.0) hsl.x += 1.0;
}
#endif // ENABLE_color
#ifdef ENABLE_brightness
hsl.z = clamp(hsl.z + u_brightness, 0.0, 1.0);
#endif // ENABLE_brightness
gl_FragColor.rgb = convertHSL2RGB(hsl);
}
#endif // defined(ENABLE_color) || defined(ENABLE_brightness)
#ifdef DRAW_MODE_colorMask
vec3 maskDistance = abs(gl_FragColor.rgb - u_colorMask);
vec3 colorMaskTolerance = vec3(u_colorMaskTolerance, u_colorMaskTolerance, u_colorMaskTolerance);
if (any(greaterThan(maskDistance, colorMaskTolerance)))
{
discard;
}
#endif // DRAW_MODE_colorMask
// WebGL defaults to premultiplied alpha
gl_FragColor.rgb *= gl_FragColor.a;
#endif // DRAW_MODE_silhouette
}