gpu: move hslToRgb to its own file
Co-authored-by: Toocanzs <dupanzszs@gmail.com>
This commit is contained in:
@@ -425,10 +425,16 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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Template template = new Template(resourceLoader);
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String source = template.process(resourceLoader.apply("geom.glsl"));
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template = new Template(resourceLoader);
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String vertSource = template.process(resourceLoader.apply("vert.glsl"));
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template = new Template(resourceLoader);
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String fragSource = template.process(resourceLoader.apply("frag.glsl"));
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GLUtil.loadShaders(gl, glProgram, glVertexShader, glGeomShader, glFragmentShader,
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inputStreamToString(getClass().getResourceAsStream("vert.glsl")),
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vertSource,
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source,
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inputStreamToString(getClass().getResourceAsStream("frag.glsl")));
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fragSource);
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glComputeProgram = gl.glCreateProgram();
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glComputeShader = gl.glCreateShader(gl.GL_COMPUTE_SHADER);
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@@ -0,0 +1,100 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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vec3 hslToRgb(int hsl) {
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int var5 = hsl / 128;
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float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
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float var8 = float(var5 & 7) / 8.0f + 0.0625f;
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int var10 = hsl % 128;
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float var11 = float(var10) / 128.0f;
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float var13 = var11;
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float var15 = var11;
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float var17 = var11;
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if(var8 != 0.0f) {
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float var19;
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if(var11 < 0.5f) {
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var19 = var11 * (1.0f + var8);
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} else {
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var19 = var11 + var8 - var11 * var8;
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}
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float var21 = 2.0f * var11 - var19;
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float var23 = var6 + 0.3333333333333333f;
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if(var23 > 1.0f) {
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var23 -= 1.f;
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}
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float var27 = var6 - 0.3333333333333333f;
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if(var27 < 0.0f) {
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var27 += 1.f;
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}
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if(6.0f * var23 < 1.0f) {
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var13 = var21 + (var19 - var21) * 6.0f * var23;
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} else if(2.0f * var23 < 1.0f) {
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var13 = var19;
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} else if(3.0f * var23 < 2.0f) {
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var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
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} else {
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var13 = var21;
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}
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if(6.0f * var6 < 1.0f) {
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var15 = var21 + (var19 - var21) * 6.0f * var6;
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} else if(2.0f * var6 < 1.0f) {
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var15 = var19;
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} else if(3.0f * var6 < 2.0f) {
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var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
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} else {
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var15 = var21;
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}
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if(6.0f * var27 < 1.0f) {
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var17 = var21 + (var19 - var21) * 6.0f * var27;
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} else if(2.0f * var27 < 1.0f) {
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var17 = var19;
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} else if(3.0f * var27 < 2.0f) {
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var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
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} else {
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var17 = var21;
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}
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}
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vec3 rgb = vec3(
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pow(var13, brightness),
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pow(var15, brightness),
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pow(var17, brightness)
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);
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// I don't think we actually need this
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if (rgb == vec3(0, 0, 0)) {
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rgb = vec3(0, 0, 1/255.f);
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}
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return rgb;
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}
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@@ -34,81 +34,7 @@ out ivec3 vPosition;
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out vec4 vColor;
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out vec4 vUv;
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vec3 hslToRgb(int hsl) {
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int var5 = hsl/128;
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float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
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float var8 = float(var5 & 7) / 8.0f + 0.0625f;
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int var10 = hsl % 128;
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float var11 = float(var10) / 128.0f;
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float var13 = var11;
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float var15 = var11;
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float var17 = var11;
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if(var8 != 0.0f) {
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float var19;
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if(var11 < 0.5f) {
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var19 = var11 * (1.0f + var8);
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} else {
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var19 = var11 + var8 - var11 * var8;
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}
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float var21 = 2.0f * var11 - var19;
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float var23 = var6 + 0.3333333333333333f;
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if(var23 > 1.0f) {
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var23 -= 1.f;
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}
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float var27 = var6 - 0.3333333333333333f;
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if(var27 < 0.0f) {
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var27 += 1.f;
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}
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if(6.0f * var23 < 1.0f) {
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var13 = var21 + (var19 - var21) * 6.0f * var23;
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} else if(2.0f * var23 < 1.0f) {
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var13 = var19;
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} else if(3.0f * var23 < 2.0f) {
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var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
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} else {
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var13 = var21;
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}
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if(6.0f * var6 < 1.0f) {
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var15 = var21 + (var19 - var21) * 6.0f * var6;
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} else if(2.0f * var6 < 1.0f) {
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var15 = var19;
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} else if(3.0f * var6 < 2.0f) {
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var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
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} else {
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var15 = var21;
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}
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if(6.0f * var27 < 1.0f) {
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var17 = var21 + (var19 - var21) * 6.0f * var27;
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} else if(2.0f * var27 < 1.0f) {
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var17 = var19;
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} else if(3.0f * var27 < 2.0f) {
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var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
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} else {
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var17 = var21;
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}
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}
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vec3 rgb = vec3(
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pow(var13, brightness),
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pow(var15, brightness),
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pow(var17, brightness)
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);
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// I don't think we actually need this
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if (rgb == vec3(0, 0, 0)) {
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rgb = vec3(0, 0, 1/255.f);
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}
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return rgb;
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}
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#include hsl_to_rgb.glsl
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void main()
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{
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