import WebGL from './WebGl'; import { NumberVar } from '../io/AbstractIOSet'; const inputs = { hue: { type: 'Number', default: 0, } as NumberVar, saturation: { type: 'Number', default: 1, } as NumberVar, value: { type: 'Number', default: 1, } as NumberVar }; export default class HSV extends WebGL { constructor() { super('HSV', inputs) } get frag() { return ` precision mediump float; // our texture uniform sampler2D u_image; // the texCoords passed in from the vertex shader. varying vec2 v_texCoord; uniform vec3 u_shift; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec3 c = rgb2hsv(texture2D(u_image, v_texCoord).rgb); gl_FragColor = vec4( hsv2rgb(vec3(c.x + u_shift.x, c.y * u_shift.y, c.z * u_shift.z)), 1 ); } ` } get hue() { return ((this.in.hue.value) % 360) / 360; } get saturation() { return this.in.saturation.value; } get value() { return this.in.value.value; } _setParams(gl, program) { gl.uniform3f(gl.getUniformLocation(program, "u_shift"), this.hue, this.saturation, this.value); } }