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// see http://alienryderflex.com/hsp.html
const float Pr = 0.299;
const float Pg = 0.587;
const float Pb = 0.114;
// Y is "v" ( brightness ). X is "s" ( saturation )
// see https://www.desmos.com/3d/a88652b9a4
// Determines if high brightness or high saturation is more important
const float a = 0.93;
const float b = 0.11;
const float c = 0.66; // Determines the smoothness of the transition of unboosted to boosted colors
//
// http://www.flong.com/archive/texts/code/shapers_circ/
float doubleCircleSigmoid(float x, float a) {
a = clamp(a, 0.0, 1.0);
float y = .0;
if (x <= a) {
y = a - sqrt(a * a - x * x);
} else {
y = a + sqrt(pow(1. - a, 2.) - pow(x - 1., 2.));
}
return y;
}
vec3 rgb2hsl(vec3 col) {
float red = col.r;
float green = col.g;
float blue = col.b;
float minc = min(col.r, min(col.g, col.b));
float maxc = max(col.r, max(col.g, col.b));
float delta = maxc - minc;
float lum = (minc + maxc) * 0.5;
float sat = 0.0;
float hue = 0.0;
if (lum > 0.0 && lum < 1.0) {
float mul = (lum < 0.5) ? (lum) : (1.0 - lum);
sat = delta / (mul * 2.0);
}
if (delta > 0.0) {
vec3 maxcVec = vec3(maxc);
vec3 masks = vec3(equal(maxcVec, col)) * vec3(notEqual(maxcVec, vec3(green, blue, red)));
vec3 adds = vec3(0.0, 2.0, 4.0) + vec3(green - blue, blue - red, red - green) / delta;
hue += dot(adds, masks);
hue /= 6.0;
if (hue < 0.0)
hue += 1.0;
}
return vec3(hue, sat, lum);
}
vec3 hsl2rgb(vec3 col) {
const float onethird = 1.0 / 3.0;
const float twothird = 2.0 / 3.0;
const float rcpsixth = 6.0;
float hue = col.x;
float sat = col.y;
float lum = col.z;
vec3 xt = vec3(0.0);
if (hue < onethird) {
xt.r = rcpsixth * (onethird - hue);
xt.g = rcpsixth * hue;
xt.b = 0.0;
} else if (hue < twothird) {
xt.r = 0.0;
xt.g = rcpsixth * (twothird - hue);
xt.b = rcpsixth * (hue - onethird);
} else
xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
xt = min(xt, 1.0);
float sat2 = 2.0 * sat;
float satinv = 1.0 - sat;
float luminv = 1.0 - lum;
float lum2m1 = (2.0 * lum) - 1.0;
vec3 ct = (sat2 * xt) + satinv;
vec3 rgb;
if (lum >= 0.5)
rgb = (luminv * ct) + lum2m1;
else
rgb = lum * ct;
return rgb;
}
vec4 blur1(vec2 v_texcoord, sampler2D tex, float radius, vec2 halfpixel, int passes, float vibrancy, float vibrancy_darkness) {
vec2 uv = v_texcoord * 2.0;
vec4 sum = texture(tex, uv) * 4.0;
// Those pixels might go outside the rendered area and grab some gabage.
// That garbage maps to 0.0-1.0 range with UINT8 buffer and doesn't have any significant impact on the end result.
// FP16 garbage maps to -65,504 - 65,504 and defines the end result. Clamp it here to 0.0 - 1.0 to get the same quality outcome as with UINT8.
// Rerendering an undamaged area to get some insignificant color accuracy increase on blur edges isn't worth it.
sum += clamp(texture(tex, uv - halfpixel.xy * radius), 0.0, 1.0);
sum += clamp(texture(tex, uv + halfpixel.xy * radius), 0.0, 1.0);
sum += clamp(texture(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius), 0.0, 1.0);
sum += clamp(texture(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius), 0.0, 1.0);
vec4 color = sum / 8.0;
if (vibrancy == 0.0) {
return color;
} else {
// Invert it so that it correctly maps to the config setting
float vibrancy_darkness1 = 1.0 - vibrancy_darkness;
// Decrease the RGB components based on their perceived brightness, to prevent visually dark colors from overblowing the rest.
vec3 hsl = rgb2hsl(color.rgb);
// Calculate perceived brightness, as not boost visually dark colors like deep blue as much as equally saturated yellow
float perceivedBrightness = doubleCircleSigmoid(sqrt(color.r * color.r * Pr + color.g * color.g * Pg + color.b * color.b * Pb), 0.8 * vibrancy_darkness1);
float b1 = b * vibrancy_darkness1;
float boostBase = hsl[1] > 0.0 ? smoothstep(b1 - c * 0.5, b1 + c * 0.5, 1.0 - (pow(1.0 - hsl[1] * cos(a), 2.0) + pow(1.0 - perceivedBrightness * sin(a), 2.0))) : 0.0;
float saturation = clamp(hsl[1] + (boostBase * vibrancy) / float(passes), 0.0, 1.0);
vec3 newColor = hsl2rgb(vec3(hsl[0], saturation, hsl[2]));
return vec4(newColor, color[3]);
}
}
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