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Spill.glsl
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// Author: Andreas Leeb
// Version: 1.0p
//@implements: sampler2D
struct Spill {
sampler2D sampler;
//@ label: "Mix[%]", editor: range, min: 0, max: 1, range_min: 0, range_max: 100, range_default: 0
float mix;
//@ label: "Hue", editor: range, min: 0, max: 1, range_min: 0, range_max: 360, range_default: 120, group: hsvColorWheel, group_label: "Color"
float huec;
//@ label: "Saturation", editor: range, min: 0, max: 1, range_min: 0, range_max: 100, range_default: 100, group: hsvColorWheel
float saturationc;
//@ label: "Value", editor: range, min: 0, max: 1, range_min: 0, range_max: 100, range_default: 100, group: hsvColorWheel
float valuec;
//@ label: "Lightness", editor: range, min: 0, max: 2, range_min: 0, range_max: 200, range_default: 100
float lightness;
//@ label: "Saturation", editor: range, min: 0, max: 2, range_min: 0, range_max: 200, range_default: 100
float saturation;
//@ label: "HueTolerance", editor: range, min: 0, max: .3, range_min: 0, range_max: 1000, range_default: 1000
float hueTol;
//@ label: "LightnessTolerance", editor: range, min: 0, max: 1, range_min: 0, range_max: 1000, range_default: 1000
float lightTol;
};
vec3 sp_rgb2hsv(vec3 c) {
vec4 K = vec4(0., -1. / 3., 2. / 3., -1.);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6. * d + e)), d / (q.x + e), q.x);
}
vec3 sp_hsv2rgb(vec3 c) {
vec4 K = vec4(1., 2. / 3., 1. / 3., 3.);
vec3 p = abs(fract(c.xxx + K.xyz) * 6. - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0., 1.), c.y);
}
vec4 texture(Spill s, vec2 tex_coords) {
vec4 color = texture(s.sampler, tex_coords);
vec3 sHsv = vec3(s.huec, s.saturationc, s.valuec);
vec3 tHsv = sp_rgb2hsv(color.rgb);
if(tHsv.x >= sHsv.x - s.hueTol && tHsv.x <= sHsv.x + s.hueTol &&
tHsv.z >= sHsv.z - s.lightTol && tHsv.z <= sHsv.z + s.lightTol) {
tHsv.y *= s.saturation;
tHsv.z *= s.lightness;
color.rgb = sp_hsv2rgb(tHsv);
}
return mix(texture(s.sampler, tex_coords), color, s.mix);
}