Files
graphfx/src/nodes/WebGL/HSV.ts
2019-12-06 20:33:06 +01:00

81 lines
1.9 KiB
TypeScript

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<typeof inputs> {
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);
}
}