/*{
"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;
}