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Pixelorama/src/Shaders/Effects/HSV.gdshader
Emmanouil Papadeas 08b03ae0e5
Implement layer effects (#940)
* Basic logic for layer effects

* Add an FX button and the ability to add effects, no way to remove or change properties of effects yet

* Basic and ugly UI for adding and removing effects, no property changing yet

* Swap effects

* Fix preload shader paths

* Change parameters for layer effects

* Change gradient parameter in layer effect shaders, and other fixes

* Use CollapsibleContainers for the shader properties

* Set the correct gradient interpolation mode and color space in the UI

* Make effects of group layers apply to children

* Change `apply_fx` to `apply_effects`, formatting, some extra doc comments

* Apply effects to other canvases, when merging layers and when exporting

* Display humanized names of the shader unifrms

* Some UI improvements to the LayerEffectsSettings

* Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons

* Change BaseLayer.apply_effects() to take a cel as a parameter instead

* Make layer effect buttons be affected by the modulate icon color

* Add option in the View menu whether layer effects are displayed in the canvas or not

* Rename `apply_effects()` to `display_effects()`

* Add translation strings

* Add nearest filter to the gradient map

* Don't change Main.tscn

* Fix more translations

* Change the default cursor shape of the generated UI elements of the layer effects

* Add undo/redo and effect application (apply effect destructively)

There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless.

* Make layer effect application work on all cels
2023-11-22 01:06:25 +02:00

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Text

shader_type canvas_item;
render_mode unshaded;
uniform float hue : hint_range(-1, 1);
uniform float saturation : hint_range(-1, 1);
uniform float value : hint_range(-1, 1);
uniform sampler2D selection;
vec3 rgb2hsb(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 hsb2rgb(vec3 c){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix(vec3(1.0), rgb, c.y);
}
void fragment() {
// Get color from the sprite texture at the current pixel we are rendering
vec4 original_color = texture(TEXTURE, UV);
vec4 selection_color = texture(selection, UV);
vec3 col = original_color.rgb;
vec3 hsb = rgb2hsb(col);
// If not greyscale
if(col[0] != col[1] || col[1] != col[2]) {
// Shift the color by shift_amount, but rolling over the value goes over 1
hsb.x = mod(hsb.x + hue, 1.0);
}
if(saturation > 0.0) {
hsb.y = mix(hsb.y, 1 , saturation);
}
else if (saturation < 0.0) {
hsb.y = mix(0, hsb.y , 1.0 - abs(saturation));
}
if(value > 0.0) {
hsb.z = mix(hsb.z, 1 , value);
}
else if (value < 0.0) {
hsb.z = mix(0, hsb.z , 1.0 - abs(value));
}
col = hsb2rgb(hsb);
vec3 output = mix(original_color.rgb, col, selection_color.a);
COLOR = vec4(output.rgb, original_color.a);
}