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https://github.com/MaSzyna-EU07/maszyna.git
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Merge remote-tracking branch 'tmj/master' into sim
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108
shaders/conversion.glsl
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108
shaders/conversion.glsl
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vec3 rgb2yuv(vec3 val)
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{
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return
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clamp(
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vec3(
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(0.257 * val.r) + (0.504 * val.g) + (0.098 * val.b) + 0.0625,
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-(0.148 * val.r) - (0.291 * val.g) + (0.439 * val.b) + 0.5,
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(0.439 * val.r) - (0.368 * val.g) - (0.071 * val.b) + 0.5 ),
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0.0, 1.0);
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}
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vec3 yuv2rgb(vec3 val)
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{
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val -= vec3(0.0625, 0.5, 0.5);
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return
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clamp(
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vec3(
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(1.164 * val.r) + (1.596 * val.b),
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(1.164 * val.r) - (0.391 * val.g) - (0.813 * val.b),
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(1.164 * val.r) + (2.018 * val.g) ),
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0.0, 1.0);
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}
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vec3 rgb2hsl( vec3 col )
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{
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float red = col.r;
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float green = col.g;
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float blue = col.b;
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float minc = min( col.r, min( col.g, col.b ));
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float maxc = max( col.r, max( col.g, col.b ));
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float delta = maxc - minc;
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float lum = (minc + maxc) * 0.5;
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float sat = 0.0;
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float hue = 0.0;
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if (lum > 0.0 && lum < 1.0) {
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float mul = (lum < 0.5) ? (lum) : (1.0-lum);
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sat = delta / (mul * 2.0);
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}
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vec3 masks = vec3(
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(maxc == red && maxc != green) ? 1.0 : 0.0,
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(maxc == green && maxc != blue) ? 1.0 : 0.0,
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(maxc == blue && maxc != red) ? 1.0 : 0.0
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);
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vec3 adds = vec3(
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((green - blue ) / delta),
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2.0 + ((blue - red ) / delta),
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4.0 + ((red - green) / delta)
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);
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float deltaGtz = (delta > 0.0) ? 1.0 : 0.0;
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hue += dot( adds, masks );
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hue *= deltaGtz;
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hue /= 6.0;
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if (hue < 0.0)
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hue += 1.0;
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return vec3( hue, sat, lum );
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}
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vec3 hsl2rgb( vec3 col )
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{
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const float onethird = 1.0 / 3.0;
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const float twothird = 2.0 / 3.0;
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const float rcpsixth = 6.0;
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float hue = col.x;
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float sat = col.y;
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float lum = col.z;
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vec3 xt = vec3(
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rcpsixth * (hue - twothird),
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0.0,
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rcpsixth * (1.0 - hue)
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);
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if (hue < twothird) {
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xt.r = 0.0;
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xt.g = rcpsixth * (twothird - hue);
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xt.b = rcpsixth * (hue - onethird);
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}
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if (hue < onethird) {
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xt.r = rcpsixth * (onethird - hue);
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xt.g = rcpsixth * hue;
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xt.b = 0.0;
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}
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xt = min( xt, 1.0 );
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float sat2 = 2.0 * sat;
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float satinv = 1.0 - sat;
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float luminv = 1.0 - lum;
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float lum2m1 = (2.0 * lum) - 1.0;
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vec3 ct = (sat2 * xt) + satinv;
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vec3 rgb;
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if (lum >= 0.5) { rgb = (luminv * ct) + lum2m1; }
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else { rgb = lum * ct; }
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return rgb;
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}
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