fragment shader
#version 150
uniform sampler2D tex0;
uniform float mouse_x_offset; // 0.5
in vec4 Vertex_UV;
out vec4 FragColor;
uniform float edge_thres; // 0.2;
uniform float edge_thres2; // 5.0;
#define HueLevCount 6
#define SatLevCount 7
#define ValLevCount 4
float[HueLevCount] HueLevels = float[] (0.0,140.0,160.0,240.0,240.0,360.0);
float[SatLevCount] SatLevels = float[] (0.0,0.15,0.3,0.45,0.6,0.8,1.0);
float[ValLevCount] ValLevels = float[] (0.0,0.3,0.6,1.0);
vec3 RGBtoHSV( float r, float g, float b)
{
float minv, maxv, delta;
vec3 res;
minv = min(min(r, g), b);
maxv = max(max(r, g), b);
res.z = maxv; // v
delta = maxv - minv;
if( maxv != 0.0 )
res.y = delta / maxv; // s
else {
// r = g = b = 0 // s = 0, v is undefined
res.y = 0.0;
res.x = -1.0;
return res;
}
if( r == maxv )
res.x = ( g - b ) / delta; // between yellow & magenta
else if( g == maxv )
res.x = 2.0 + ( b - r ) / delta; // between cyan & yellow
else
res.x = 4.0 + ( r - g ) / delta; // between magenta & cyan
res.x = res.x * 60.0; // degrees
if( res.x < 0.0 )
res.x = res.x + 360.0;
return res;
}
vec3 HSVtoRGB(float h, float s, float v )
{
int i;
float f, p, q, t;
vec3 res;
if( s == 0.0 )
{
// achromatic (grey)
res.x = v;
res.y = v;
res.z = v;
return res;
}
h /= 60.0; // sector 0 to 5
i = int(floor( h ));
f = h - float(i); // factorial part of h
p = v * ( 1.0 - s );
q = v * ( 1.0 - s * f );
t = v * ( 1.0 - s * ( 1.0 - f ) );
switch(i)
{
case 0:
res.x = v;
res.y = t;
res.z = p;
break;
case 1:
res.x = q;
res.y = v;
res.z = p;
break;
case 2:
res.x = p;
res.y = v;
res.z = t;
break;
case 3:
res.x = p;
res.y = q;
res.z = v;
break;
case 4:
res.x = t;
res.y = p;
res.z = v;
break;
default: // case 5:
res.x = v;
res.y = p;
res.z = q;
break;
}
return res;
}
float nearestLevel(float col, int mode)
{
int levCount;
if (mode==0) levCount = HueLevCount;
if (mode==1) levCount = SatLevCount;
if (mode==2) levCount = ValLevCount;
for (int i =0; i<levCount-1; i++ ) {
if (mode==0) {
if (col >= HueLevels[i] && col <= HueLevels[i+1]) {
return HueLevels[i+1];
}
}
if (mode==1) {
if (col >= SatLevels[i] && col <= SatLevels[i+1]) {
return SatLevels[i+1];
}
}
if (mode==2) {
if (col >= ValLevels[i] && col <= ValLevels[i+1]) {
return ValLevels[i+1];
}
}
}
}
// averaged pixel intensity from 3 color channels
float avg_intensity(vec4 pix)
{
return (pix.r + pix.g + pix.b)/3.;
}
vec4 get_pixel(vec2 coords, float dx, float dy)
{
return texture(tex0,coords + vec2(dx, dy));
}
// returns pixel color
float IsEdge(in vec2 coords)
{
float dxtex = 1.0 /float(textureSize(tex0,0)) ;
float dytex = 1.0 /float(textureSize(tex0,0));
float pix[9];
int k = -1;
float delta;
// read neighboring pixel intensities
for (int i=-1; i<2; i++) {
for(int j=-1; j<2; j++) {
k++;
pix[k] = avg_intensity(get_pixel(coords,float(i)*dxtex,
float(j)*dytex));
}
}
// average color differences around neighboring pixels
delta = (abs(pix[1]-pix[7])+
abs(pix[5]-pix[3]) +
abs(pix[0]-pix[8])+
abs(pix[2]-pix[6])
)/4.;
//return clamp(5.5*delta,0.0,1.0);
return clamp(edge_thres2*delta,0.0,1.0);
}
void main()
{
vec2 uv = Vertex_UV.xy;
vec4 tc = vec4(1.0, 0.0, 0.0, 1.0);
if (uv.x > (mouse_x_offset+0.002))
{
vec3 colorOrg = texture(tex0, uv).rgb;
vec3 vHSV = RGBtoHSV(colorOrg.r,colorOrg.g,colorOrg.b);
vHSV.x = nearestLevel(vHSV.x, 0);
vHSV.y = nearestLevel(vHSV.y, 1);
vHSV.z = nearestLevel(vHSV.z, 2);
float edg = IsEdge(uv);
vec3 vRGB = (edg >= edge_thres)? vec3(0.0,0.0,0.0):HSVtoRGB(vHSV.x,vHSV.y,vHSV.z);
tc = vec4(vRGB.x,vRGB.y,vRGB.z, 1);
}
else if (uv.x < (mouse_x_offset-0.002))
{
tc = texture(tex0, uv);
}
FragColor = tc;
}