mirror of
https://github.com/cyberboy666/r_e_c_u_r.git
synced 2025-12-12 03:10:17 +01:00
68 lines
1.7 KiB
GLSL
68 lines
1.7 KiB
GLSL
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varying vec2 tcoord; //
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uniform sampler2D tex; // texture one
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uniform sampler2D tex2; // texture two
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uniform vec2 tres; // size of texture (screen)
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uniform vec4 fparams; // 4 floats coming in
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uniform ivec4 iparams; // 4 ints coming in
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uniform float ftime; // 0.0 to 1.0
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uniform int itime; // increases when ftime hits 1.0
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//f0:key luma:
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//f1:key range:
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//f2:edge opacity:
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float f0 = mix(0.0, 1.0, fparams[0]);
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float f1 = mix(0.0, 0.5, fparams[1]);
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float f2 = mix(0.0, 1.0, fparams[2]);
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//---------------------------------------------------------------------------------------------------
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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vec3 outc;
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vec4 base = texture2D(tex, tcoord.xy);
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vec4 blend = texture2D(tex2, tcoord.xy);
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vec3 hsv = rgb2hsv(base.rgb);
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if( (hsv.z > (f0-f1)) && (hsv.z < (f0+f1)) ){
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if(hsv.z-(f0-f1) < f2){
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outc = mix(base.rgb,blend.rgb,(hsv.z-(f0-f1))/f2);
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} else if((f0+f1)-hsv.z < f2){
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outc = mix(base.rgb,blend.rgb,((f0+f1)-hsv.z)/f2);
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} else {
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outc = blend.rgb;
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}
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} else {
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outc = base.rgb;
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}
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gl_FragColor=vec4(outc,1.0);
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}
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