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/*
.__ _____ ____ ______ ______ __ __
/\ \ /\ __`\/\ _`\ /\__ _\ /\__ _\ /\ \/\ \
\ \ \ \ \ \/\ \ \,\L\_\/_/\ \/ \/_/\ \/ \ \ `\\ \
.\ \ \ __\ \ \ \ \/_\__ \ \ \ \ \ \ \ \ \ , ` \
..\ \ \L\ \\ \ \_\ \/\ \L\ \ \ \ \ \_\ \__\ \ \`\ \
...\ \____/ \ \_____\ `\____\ \ \_\ /\_____\\ \_\ \_\
....\/___/ \/_____/\/_____/ \/_/ \/_____/ \/_/\/_/


.______ ____ ______ ______ _____ __ __ ____ ____ ____ ______ ____ ______
/\ _ \/\ _`\ /\__ _\/\__ _\ /\ __`\/\ \/\ \/\ _`\ /\ _`\ /\ _`\ /\__ _\ /\ _`\ /\__ _\
\ \ \L\ \ \ \/\_\/_/\ \/\/_/\ \/ \ \ \/\ \ \ `\\ \ \,\L\_\ \ \/\_\\ \ \L\ \/_/\ \/ \ \ \L\ \/_/\ \/
.\ \ __ \ \ \/_/_ \ \ \ \ \ \ \ \ \ \ \ \ , ` \/_\__ \\ \ \/_/_\ \ , / \ \ \ \ \ ,__/ \ \ \
..\ \ \/\ \ \ \L\ \ \ \ \ \_\ \__\ \ \_\ \ \ \`\ \/\ \L\ \ \ \L\ \\ \ \\ \ \_\ \__\ \ \/ \ \ \
...\ \_\ \_\ \____/ \ \_\ /\_____\\ \_____\ \_\ \_\ `\____\ \____/ \ \_\ \_\/\_____\\ \_\ \ \_\
....\/_/\/_/\/___/ \/_/ \/_____/ \/_____/\/_/\/_/\/_____/\/___/ \/_/\/ /\/_____/ \/_/ \/_/


Copyright (c) 2009 Lost In Actionscript - Shane McCartney

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

*/

<languageVersion: 1.0;>
kernel BlendModeColor
<
namespace : "blendmodes";
vendor: "Lost In Actionscript";
version: 1;
description: "This blend mode uses the luminance of the top layer color and the saturation and hue of the bottom layer.";
>
{
input image4 src1;
input image4 src2;

parameter float alpha
<defaultValue:float(1.0);>;

parameter float multiply
<defaultValue:float(1.0);
minValue:float(1.0);
maxValue:float(10.0);>;

output pixel4 dst;

void evaluatePixel()
{
float2 uv = outCoord();

float4 src1Rgba = sampleLinear(src1, uv);
float4 src2Rgba = sampleLinear(src2, uv);

float src1Alpha = src1Rgba.a;
float src2Alpha = alpha*src2Rgba.a;

if(src1Alpha>0.0) src1Rgba.rgb *= 1.0/src1Rgba.a;
if(src2Alpha>0.0) src2Rgba.rgb *= 1.0/src2Rgba.a;

// RGB to HSL

// Hue / Saturation
float fmin = min(min(src2Rgba.r, src2Rgba.g), src2Rgba.b); //Min. value of RGB
float fmax = max(max(src2Rgba.r, src2Rgba.g), src2Rgba.b); //Max. value of RGB

float delta = fmax - fmin; //Delta RGB value
float3 hsl;

hsl.z = (fmax + fmin) / 2.0; // Luminance

if (delta == 0.0) //This is a gray, no chroma...
{
hsl.x = 0.0; // Hue
hsl.y = 0.0; // Saturation
}
else //Chromatic data...
{

if (hsl.z < 0.5){
hsl.y = delta / (fmax + fmin); // Saturation
} else {
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
}

float deltaR = (((fmax - src2Rgba.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - src2Rgba.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - src2Rgba.b) / 6.0) + (delta / 2.0)) / delta;

if (src2Rgba.r == fmax){
hsl.x = deltaB - deltaG; // Hue
} else if (src2Rgba.g == fmax) {
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
} else if (src2Rgba.b == fmax) {
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
}

if (hsl.x < 0.0){
hsl.x += 1.0; // Hue
} else if (hsl.x > 1.0) {
hsl.x -= 1.0; // Hue
}

}

// Luminance
fmin = min(min(src1Rgba.r, src1Rgba.g), src1Rgba.b); //Min. value of RGB
fmax = max(max(src1Rgba.r, src1Rgba.g), src1Rgba.b); //Max. value of RGB

delta = fmax - fmin; //Delta RGB value

hsl.z = (fmax + fmin) / 2.0; // Luminance

// HSL to RGB
float4 rgba = float4(hsl.x,hsl.x,hsl.x,src2Alpha);

if (hsl.y == 0.0){
rgba.rgb = float3(hsl.z, hsl.z, hsl.z); // Luminance
} 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;

// Hue to RGB
float hue;
float rgb;
//
// Convert Red
hue = hsl.x + (1.0/3.0);

if (hue < 0.0) {
hue += 1.0;
} else if (hue > 1.0) {
hue -= 1.0;
}

if ((6.0 * hue) < 1.0){
rgb = f1 + (f2 - f1) * 6.0 * hue;
} else if ((2.0 * hue) < 1.0){
rgb = f2;
} else if ((3.0 * hue) < 2.0){
rgb = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
} else {
rgb = f1;
}

rgba.r = rgb;
//
// Convert Green
hue = hsl.x;

if (hue < 0.0) {
hue += 1.0;
} else if (hue > 1.0) {
hue -= 1.0;
}

if ((6.0 * hue) < 1.0){
rgb = f1 + (f2 - f1) * 6.0 * hue;
} else if ((2.0 * hue) < 1.0){
rgb = f2;
} else if ((3.0 * hue) < 2.0){
rgb = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
} else {
rgb = f1;
}

rgba.g = rgb;
//
// Convert Blue
hue = hsl.x - (1.0/3.0);

if (hue < 0.0) {
hue += 1.0;
} else if (hue > 1.0) {
hue -= 1.0;
}

if ((6.0 * hue) < 1.0){
rgb = f1 + (f2 - f1) * 6.0 * hue;
} else if ((2.0 * hue) < 1.0){
rgb = f2;
} else if ((3.0 * hue) < 2.0){
rgb = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
} else {
rgb = f1;
}

rgba.b = rgb;
//

}
//

rgba.rgb*=multiply;
rgba.rgb*=rgba.a;

float offsetAlpha = 1.0-src2Alpha;

dst.rgb = rgba.rgb+src1Rgba.rgb*offsetAlpha;
dst.a = min(1.0, src1Alpha+src2Alpha);
}
}

Change log

r2 by flashdynamix on May 25, 2009   Diff
Initial commit for shader source code and
swc
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