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// Chroma Fragment Shader
// (Same as textured_chroma.fsh but isn't restricted to textured elements)
#version 130
uniform float chromaSize;
uniform float timeOffset;
uniform float saturation;
uniform bool forwardDirection;
in vec4 originalColor;
float rgb2b(vec3 rgb) {
return max(max(rgb.r, rgb.g), rgb.b);
}
vec3 hsb2rgb_smooth(vec3 c) {
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
rgb = rgb * rgb * (3.0 - 2.0 * rgb); // Cubic smoothing
return c.z * mix(vec3(1.0), rgb, c.y);
}
void main() {
// Determine the direction chroma moves
float fragCoord;
if (forwardDirection) {
fragCoord = gl_FragCoord.x - gl_FragCoord.y;
} else {
fragCoord = gl_FragCoord.x + gl_FragCoord.y;
}
// The hue takes in account the position, chroma settings, and time
float hue = mod(((fragCoord) / chromaSize) - timeOffset, 1.0);
// Set the color to use the new hue & original saturation/value/alpha values
gl_FragColor = vec4(hsb2rgb_smooth(vec3(hue, saturation, rgb2b(originalColor.rgb))), originalColor.a);
}
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