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ColorShaders.lua
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64 lines (53 loc) · 1.41 KB
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function rectPickShader()
return shader.builder():sprite()
:func(hsvToRgbString)
:number{"hue"}
:material[[
vec2 uv = getUV0();
vec3 col = hsvToRgb(hue /360, uv.x, 1 - uv.y);
material.baseColor = vec4(col,1);
]]
:build()
end
function hueSliderShader()
return shader.builder():sprite()
:func(hsvToRgbString)
:material[[
vec2 uv = getUV0();
vec3 col = hsvToRgb(uv.y, 1, 1);
material.baseColor = vec4(col,1);
]]
:build()
end
function alphaSliderShader()
return shader.builder():sprite()
:func(hsvToRgbString)
:color{"mColor", value = color(255, 202, 0)}
:material[[
vec2 uv = getUV0();
material.baseColor = vec4(mColor.rgb,1 - uv.y);
]]
:build()
end
hsvToRgbString =
[[vec3 hsvToRgb(float h, float s, float v) {
float c = v * s; // Chroma
float x = c * (1.0 - abs(mod(h * 6.0, 2.0) - 1.0)); // X is part of the color adjustment
float m = v - c; // Match value
vec3 color;
if (h < 1.0 / 6.0) {
color = vec3(c, x, 0.0);
} else if (h < 2.0 / 6.0) {
color = vec3(x, c, 0.0);
} else if (h < 3.0 / 6.0) {
color = vec3(0.0, c, x);
} else if (h < 4.0 / 6.0) {
color = vec3(0.0, x, c);
} else if (h < 5.0 / 6.0) {
color = vec3(x, 0.0, c);
} else {
color = vec3(c, 0.0, x);
}
// Add m to adjust the color value
return color + vec3(m, m, m);
}]]