gpu: move hslToRgb to its own file

Co-authored-by: Toocanzs <dupanzszs@gmail.com>
This commit is contained in:
Adam
2018-11-23 15:49:48 -05:00
parent 52d962cb07
commit e530f2e7ff
3 changed files with 109 additions and 77 deletions

View File

@@ -425,10 +425,16 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
Template template = new Template(resourceLoader);
String source = template.process(resourceLoader.apply("geom.glsl"));
template = new Template(resourceLoader);
String vertSource = template.process(resourceLoader.apply("vert.glsl"));
template = new Template(resourceLoader);
String fragSource = template.process(resourceLoader.apply("frag.glsl"));
GLUtil.loadShaders(gl, glProgram, glVertexShader, glGeomShader, glFragmentShader,
inputStreamToString(getClass().getResourceAsStream("vert.glsl")),
vertSource,
source,
inputStreamToString(getClass().getResourceAsStream("frag.glsl")));
fragSource);
glComputeProgram = gl.glCreateProgram();
glComputeShader = gl.glCreateShader(gl.GL_COMPUTE_SHADER);

View File

@@ -0,0 +1,100 @@
/*
* Copyright (c) 2018, Adam <Adam@sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
vec3 hslToRgb(int hsl) {
int var5 = hsl / 128;
float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
float var8 = float(var5 & 7) / 8.0f + 0.0625f;
int var10 = hsl % 128;
float var11 = float(var10) / 128.0f;
float var13 = var11;
float var15 = var11;
float var17 = var11;
if(var8 != 0.0f) {
float var19;
if(var11 < 0.5f) {
var19 = var11 * (1.0f + var8);
} else {
var19 = var11 + var8 - var11 * var8;
}
float var21 = 2.0f * var11 - var19;
float var23 = var6 + 0.3333333333333333f;
if(var23 > 1.0f) {
var23 -= 1.f;
}
float var27 = var6 - 0.3333333333333333f;
if(var27 < 0.0f) {
var27 += 1.f;
}
if(6.0f * var23 < 1.0f) {
var13 = var21 + (var19 - var21) * 6.0f * var23;
} else if(2.0f * var23 < 1.0f) {
var13 = var19;
} else if(3.0f * var23 < 2.0f) {
var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
} else {
var13 = var21;
}
if(6.0f * var6 < 1.0f) {
var15 = var21 + (var19 - var21) * 6.0f * var6;
} else if(2.0f * var6 < 1.0f) {
var15 = var19;
} else if(3.0f * var6 < 2.0f) {
var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
} else {
var15 = var21;
}
if(6.0f * var27 < 1.0f) {
var17 = var21 + (var19 - var21) * 6.0f * var27;
} else if(2.0f * var27 < 1.0f) {
var17 = var19;
} else if(3.0f * var27 < 2.0f) {
var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
} else {
var17 = var21;
}
}
vec3 rgb = vec3(
pow(var13, brightness),
pow(var15, brightness),
pow(var17, brightness)
);
// I don't think we actually need this
if (rgb == vec3(0, 0, 0)) {
rgb = vec3(0, 0, 1/255.f);
}
return rgb;
}

View File

@@ -34,81 +34,7 @@ out ivec3 vPosition;
out vec4 vColor;
out vec4 vUv;
vec3 hslToRgb(int hsl) {
int var5 = hsl/128;
float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
float var8 = float(var5 & 7) / 8.0f + 0.0625f;
int var10 = hsl % 128;
float var11 = float(var10) / 128.0f;
float var13 = var11;
float var15 = var11;
float var17 = var11;
if(var8 != 0.0f) {
float var19;
if(var11 < 0.5f) {
var19 = var11 * (1.0f + var8);
} else {
var19 = var11 + var8 - var11 * var8;
}
float var21 = 2.0f * var11 - var19;
float var23 = var6 + 0.3333333333333333f;
if(var23 > 1.0f) {
var23 -= 1.f;
}
float var27 = var6 - 0.3333333333333333f;
if(var27 < 0.0f) {
var27 += 1.f;
}
if(6.0f * var23 < 1.0f) {
var13 = var21 + (var19 - var21) * 6.0f * var23;
} else if(2.0f * var23 < 1.0f) {
var13 = var19;
} else if(3.0f * var23 < 2.0f) {
var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
} else {
var13 = var21;
}
if(6.0f * var6 < 1.0f) {
var15 = var21 + (var19 - var21) * 6.0f * var6;
} else if(2.0f * var6 < 1.0f) {
var15 = var19;
} else if(3.0f * var6 < 2.0f) {
var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
} else {
var15 = var21;
}
if(6.0f * var27 < 1.0f) {
var17 = var21 + (var19 - var21) * 6.0f * var27;
} else if(2.0f * var27 < 1.0f) {
var17 = var19;
} else if(3.0f * var27 < 2.0f) {
var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
} else {
var17 = var21;
}
}
vec3 rgb = vec3(
pow(var13, brightness),
pow(var15, brightness),
pow(var17, brightness)
);
// I don't think we actually need this
if (rgb == vec3(0, 0, 0)) {
rgb = vec3(0, 0, 1/255.f);
}
return rgb;
}
#include hsl_to_rgb.glsl
void main()
{