/*{ "DESCRIPTION": "Solarizes an image", "CREDIT": "by VIDVOX", "ISFVSN": "2", "CATEGORIES": [ "Color Effect" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "centerBrightness", "TYPE": "float", "MIN": 0.0, "MAX": 1.0, "DEFAULT": 0.5 }, { "NAME": "powerCurve", "TYPE": "float", "MIN": 0.0, "MAX": 4.0, "DEFAULT": 1.0 }, { "NAME": "colorize", "TYPE": "float", "MIN": 0.0, "MAX": 1.0, "DEFAULT": 0.0 }, { "NAME": "inverse", "TYPE": "bool", "DEFAULT": 1.0 } ] }*/ 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)); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); 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 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); } void main() { vec4 inColor = IMG_NORM_PIXEL(inputImage, isf_FragNormCoord); vec4 hslColor; vec4 outColor; // convert to HSV hslColor.rgb = rgb2hsv(inColor.rgb); outColor.rgb = hslColor.rgb; outColor.a = inColor.a; // drop the saturation //outColor.g = 0.0; // adjust the brightness curve outColor.b = (outColor.b < centerBrightness) ? (1.0 - outColor.b / centerBrightness) : (outColor.b - centerBrightness) / centerBrightness; outColor.b = pow(outColor.b, powerCurve); outColor.b = (inverse) ? 1.0 - outColor.b : outColor.b; outColor.g = (inverse) ? outColor.g * (1.0-hslColor.b) * colorize : outColor.g * hslColor.b * colorize; // convert back to rgb outColor.rgb = hsv2rgb(outColor.rgb); gl_FragColor = outColor; }