vec4 Desaturate(vec3 color, float Desaturation) { vec3 grayXfer = vec3(0.3, 0.59, 0.11); vec3 gray = CAST3(dot(grayXfer, color)); return vec4(mix(color, gray, Desaturation), 1.0); } vec3 RGBToHSL(vec3 color) { vec3 hsl; float fmin = min(min(color.r, color.g), color.b); float fmax = max(max(color.r, color.g), color.b); float delta = fmax - fmin; hsl.z = (fmax + fmin) / 2.0; if (delta == 0.0) { hsl.x = 0.0; hsl.y = 0.0; } else { if (hsl.z < 0.5) hsl.y = delta / (fmax + fmin); else hsl.y = delta / (2.0 - fmax - fmin); float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; if (color.r == fmax ) hsl.x = deltaB - deltaG; else if (color.g == fmax) hsl.x = (1.0 / 3.0) + deltaR - deltaB; else if (color.b == fmax) hsl.x = (2.0 / 3.0) + deltaG - deltaR; if (hsl.x < 0.0) hsl.x += 1.0; else if (hsl.x > 1.0) hsl.x -= 1.0; } return hsl; } float HueToRGB(float f1, float f2, float hue) { if (hue < 0.0) hue += 1.0; else if (hue > 1.0) hue -= 1.0; float res; if ((6.0 * hue) < 1.0) res = f1 + (f2 - f1) * 6.0 * hue; else if ((2.0 * hue) < 1.0) res = f2; else if ((3.0 * hue) < 2.0) res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; else res = f1; return res; } vec3 HSLToRGB(vec3 hsl) { vec3 rgb; if (hsl.y == 0.0) rgb = CAST3(hsl.z); else { float f2; if (hsl.z < 0.5) f2 = hsl.z * (1.0 + hsl.y); else f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); float f1 = 2.0 * hsl.z - f2; rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); rgb.g = HueToRGB(f1, f2, hsl.x); rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0)); } return rgb; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = CAST3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } #define BlendLinearDodgef(base, blend) (base + blend) #define BlendLinearBurnf(base, blend) max(base + blend - 1.0, 0.0) #define BlendLightenf(base, blend) max(blend, base) #define BlendDarkenf(base, blend) min(blend, base) #define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5)))) #define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend))) #define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) #define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend))) #define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0)) #define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0)) #define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5)))) #define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5)))) #define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0) #define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0)) #define BlendNormal(base, blend) (blend) #define BlendLighten BlendLightenf #define BlendDarken BlendDarkenf #define BlendMultiply(base, blend) (base * blend) #define BlendAverage(base, blend) ((base + blend) / 2.0) #define BlendAdd(base, blend) min(base + blend, CAST3(1.0)) #define BlendSubstract(base, blend) max(base + blend - CAST3(1.0), CAST3(0.0)) #define BlendDifference(base, blend) abs(base - blend) #define BlendNegation(base, blend) (CAST3(1.0) - abs(CAST3(1.0) - base - blend)) #define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend) #define BlendScreen(base, blend) vec3(BlendScreenf(base.r, blend.r), BlendScreenf(base.g, blend.g), BlendScreenf(base.b, blend.b)) #define BlendOverlay(base, blend) vec3(BlendOverlayf(base.r, blend.r), BlendOverlayf(base.g, blend.g), BlendOverlayf(base.b, blend.b)) #define BlendSoftLight(base, blend) vec3(BlendSoftLightf(base.r, blend.r), BlendSoftLightf(base.g, blend.g), BlendSoftLightf(base.b, blend.b)) #define BlendHardLight(base, blend) BlendOverlay(blend, base) #define BlendColorDodge(base, blend) vec3(BlendColorDodgef(base.r, blend.r), BlendColorDodgef(base.g, blend.g), BlendColorDodgef(base.b, blend.b)) #define BlendColorBurn(base, blend) vec3(BlendColorBurnf(base.r, blend.r), BlendColorBurnf(base.g, blend.g), BlendColorBurnf(base.b, blend.b)) #define BlendLinearLight(base, blend) vec3(BlendLinearLightf(base.r, blend.r), BlendLinearLightf(base.g, blend.g), BlendLinearLightf(base.b, blend.b)) #define BlendVividLight(base, blend) vec3(BlendVividLightf(base.r, blend.r), BlendVividLightf(base.g, blend.g), BlendVividLightf(base.b, blend.b)) #define BlendPinLight(base, blend) vec3(BlendPinLightf(base.r, blend.r), BlendPinLightf(base.g, blend.g), BlendPinLightf(base.b, blend.b)) #define BlendHardMix(base, blend) vec3(BlendHardMixf(base.r, blend.r), BlendHardMixf(base.g, blend.g), BlendHardMixf(base.b, blend.b)) #define BlendReflect(base, blend) vec3(BlendReflectf(base.r, blend.r), BlendReflectf(base.g, blend.g), BlendReflectf(base.b, blend.b)) #define BlendGlow(base, blend) BlendReflect(blend, base) #define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + CAST3(1.0)) #define BlendOpacity(base, blend, F, O) mix(base, F(base, blend), O) #define BlendLinearDodge(base, blend) min(base + blend, CAST3(1.0)) #define BlendLinearBurn(base, blend) max(base + blend - CAST3(1.0), CAST3(0.0)) #define BlendTint(base, blend) (CAST3(max(base.x, max(base.y, base.z))) * blend) vec3 BlendHue(vec3 base, vec3 blend) { vec3 baseHSL = RGBToHSL(base); return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b)); } vec3 BlendSaturation(vec3 base, vec3 blend) { vec3 baseHSL = RGBToHSL(base); return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b)); } vec3 BlendColor(vec3 base, vec3 blend) { vec3 blendHSL = RGBToHSL(blend); return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b)); } vec3 BlendLuminosity(vec3 base, vec3 blend) { vec3 baseHSL = RGBToHSL(base); return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b)); } vec3 ApplyBlending(const int blendMode, in vec3 A, in vec3 B, in float opacity) { #if BLENDMODE == 1 return mix(A,BlendDarken(A,B),opacity); #endif #if BLENDMODE == 2 return mix(A,BlendMultiply(A,B),opacity); #endif #if BLENDMODE == 3 return mix(A,BlendColorBurn(A,B),opacity); #endif #if BLENDMODE == 4 return mix(A,BlendSubstract(A,B),opacity); #endif #if BLENDMODE == 5 return min(A, B); #endif #if BLENDMODE == 6 return mix(A,BlendLighten(A,B),opacity); #endif #if BLENDMODE == 7 return mix(A,BlendScreen(A,B),opacity); #endif #if BLENDMODE == 8 return mix(A,BlendColorDodge(A,B),opacity); #endif #if BLENDMODE == 9 return mix(A,BlendAdd(A,B),opacity); #endif #if BLENDMODE == 10 return max(A, B); #endif #if BLENDMODE == 11 return mix(A,BlendOverlay(A,B),opacity); #endif #if BLENDMODE == 12 return mix(A,BlendSoftLight(A,B),opacity); #endif #if BLENDMODE == 13 return mix(A,BlendHardLight(A,B),opacity); #endif #if BLENDMODE == 14 return mix(A,BlendVividLight(A,B),opacity); #endif #if BLENDMODE == 15 return mix(A,BlendLinearLight(A,B),opacity); #endif #if BLENDMODE == 16 return mix(A,BlendPinLight(A,B),opacity); #endif #if BLENDMODE == 17 return mix(A,BlendHardMix(A,B),opacity); #endif #if BLENDMODE == 18 return mix(A,BlendDifference(A,B),opacity); #endif #if BLENDMODE == 19 return mix(A,BlendExclusion(A,B),opacity); #endif #if BLENDMODE == 20 return mix(A,BlendSubstract(A,B),opacity); #endif #if BLENDMODE == 21 return mix(A,BlendReflect(A,B),opacity); #endif #if BLENDMODE == 22 return mix(A,BlendGlow(A,B),opacity); #endif #if BLENDMODE == 23 return mix(A,BlendPhoenix(A,B),opacity); #endif #if BLENDMODE == 24 return mix(A,BlendAverage(A,B),opacity); #endif #if BLENDMODE == 25 return mix(A,BlendNegation(A,B),opacity); #endif #if BLENDMODE == 26 return mix(A,BlendHue(A,B),opacity); #endif #if BLENDMODE == 27 return mix(A,BlendSaturation(A,B),opacity); #endif #if BLENDMODE == 28 return mix(A,BlendColor(A,B),opacity); #endif #if BLENDMODE == 29 return mix(A,BlendLuminosity(A,B),opacity); #endif #if BLENDMODE == 30 return mix(A,BlendTint(A,B),opacity); #endif #if BLENDMODE == 31 return A + B * opacity; #endif return mix(A,BlendNormal(A,B),opacity); }