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Add HSVUtils.glsllib #2644
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a8630e4
Add HSVUtils.glsllib
yaRnMcDonuts 9ed0240
Update Unshaded.frag
yaRnMcDonuts 80abded
Update PBRLightingUtils.glsllib
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Update PBRLighting.j3md
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Update Unshaded.j3md
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30 changes: 30 additions & 0 deletions
30
jme3-core/src/main/resources/Common/ShaderLib/HSVUtils.glsllib
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,30 @@ | ||
| // Functions for converting between RGB and HSV to allow for adjusting colors in HSV color space | ||
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| vec3 rgb2hsv(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)); | ||
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| 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); | ||
| } | ||
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| vec3 hsv2rgb(vec3 c){ | ||
| vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | ||
| vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | ||
| return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | ||
| } | ||
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| vec3 alterColorWithHsvOffset(vec3 color, vec3 hsvOffset){ | ||
| vec3 colorHSV = rgb2hsv(color); | ||
| colorHSV += hsvOffset; | ||
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| // wrap hue | ||
| colorHSV.x = fract(colorHSV.x); | ||
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| // clamp saturation and value | ||
| colorHSV.yz = clamp(colorHSV.yz, 0.0, 1.0); | ||
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| return hsv2rgb(colorHSV); | ||
| } | ||
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