@@ -0,0 +1,74 @@
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//
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// Algorithm from "Analysis of Color Blindness" by Onur Fidaner, Poliang Lin and Nevran Ozguven.
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// https://web.archive.org/web/20090731011248/http://scien.stanford.edu/class/psych221/projects/05/ofidaner/project_report.pdf
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//
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#define NONE 0
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#define PROTAN 1
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#define DEUTERAN 2
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#define TRITAN 3
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const mat3 rgb2lms = mat3(
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vec3(17.8824, 43.5161, 4.11935),
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vec3(3.45565, 27.1554, 3.86714),
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vec3(0.0299566, 0.184309, 1.46709)
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);
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const mat3 lms2lmsp = mat3(
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vec3(0.0, 2.02344, -2.52581),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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const mat3 lms2lmsd = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.494207, 0.0, 1.24827),
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vec3(0.0, 0.0, 1.0)
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);
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const mat3 lms2lmst = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(-0.395913, 0.801109, 0.0)
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);
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const mat3 corrections = mat3(
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vec3(0.0, 0.0, 0.0),
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vec3(0.7, 1.0, 0.0),
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vec3(0.7, 0.0, 1.0)
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);
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vec3 colorblind(int mode, vec3 color)
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{
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vec3 LMS = color * rgb2lms;
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vec3 lms;
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if (mode == PROTAN) {
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lms = LMS * lms2lmsp; // red deficiency
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}
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else if (mode == DEUTERAN) {
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lms = LMS * lms2lmsd; // green deficiency
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}
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else if (mode == TRITAN) {
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lms = LMS * lms2lmst; // blue deficiency
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}
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else {
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// Should be impossible to get here
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return color;
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}
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// LMS to RGB matrix conversion
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mat3 lms2rgb = inverse(rgb2lms);
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vec3 error = lms * lms2rgb;
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// Isolate invisible colors to color vision deficiency (calculate error matrix)
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error = (color - error);
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// Shift colors towards visible spectrum (apply error modifications)
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vec3 correction = error * corrections;
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// Add compensation to original values
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correction = color + correction;
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return correction;
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}
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@@ -29,6 +29,7 @@ uniform vec2 textureOffsets[64];
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uniform float brightness;
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uniform float smoothBanding;
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uniform vec4 fogColor;
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uniform int colorBlindMode;
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in vec4 Color;
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noperspective centroid in float fHsl;
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@@ -39,6 +40,7 @@ in float fogAmount;
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out vec4 FragColor;
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#include hsl_to_rgb.glsl
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#include colorblind.glsl
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void main() {
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int hsl = int(fHsl);
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@@ -57,6 +59,10 @@ void main() {
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smoothColor = textureColorBrightness * smoothColor;
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}
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if (colorBlindMode > 0) {
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smoothColor.rgb = colorblind(colorBlindMode, smoothColor.rgb);
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}
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vec3 mixedColor = mix(smoothColor.rgb, fogColor.rgb, fogAmount);
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FragColor = vec4(mixedColor, smoothColor.a);
|
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}
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@@ -34,9 +34,11 @@ uniform sampler2D tex;
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uniform int samplingMode;
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uniform ivec2 sourceDimensions;
|
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uniform ivec2 targetDimensions;
|
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uniform int colorBlindMode;
|
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#include scale/bicubic.glsl
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#include scale/xbr_lv2_frag.glsl
|
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#include colorblind.glsl
|
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in vec2 TexCoord;
|
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in XBRTable xbrTable;
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@@ -53,5 +55,9 @@ void main() {
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else if (samplingMode == SAMPLING_XBR)
|
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c = textureXBR(tex, TexCoord, xbrTable, ceil(1.0 * targetDimensions.x / sourceDimensions.x));
|
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|
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if (colorBlindMode > 0) {
|
||||
c.rgb = colorblind(colorBlindMode, c.rgb);
|
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}
|
||||
|
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FragColor = c;
|
||||
}
|
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|
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Reference in New Issue
Block a user