float rand(vec2 x) { return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); } vec2 rand2(vec2 x) { return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)))) * 43758.5453); } vec3 rand3(vec2 x) { return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)), dot(x, vec2(13.254, 5.867)))) * 43758.5453); } vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*c1 + (1.0-opacity)*c2; } vec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) { if (rand(uv) < opacity) { return c1; } else { return c2; } } vec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*c1*c2 + (1.0-opacity)*c2; } vec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2; } float blend_overlay_f(float c1, float c2) { return (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2)); } vec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_overlay_f(c1.x, c2.x), blend_overlay_f(c1.y, c2.y), blend_overlay_f(c1.z, c2.z)) + (1.0-opacity)*c2; } vec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2; } float blend_soft_light_f(float c1, float c2) { return (c2 < 0.5) ? (2.0*c1*c2+c1*c1*(1.0-2.0*c2)) : 2.0*c1*(1.0-c2)+sqrt(c1)*(2.0*c2-1.0); } vec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_soft_light_f(c1.x, c2.x), blend_soft_light_f(c1.y, c2.y), blend_soft_light_f(c1.z, c2.z)) + (1.0-opacity)*c2; } float blend_burn_f(float c1, float c2) { return (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0); } vec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_burn_f(c1.x, c2.x), blend_burn_f(c1.y, c2.y), blend_burn_f(c1.z, c2.z)) + (1.0-opacity)*c2; } float blend_dodge_f(float c1, float c2) { return (c1==1.0)?c1:min(c2/(1.0-c1),1.0); } vec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_dodge_f(c1.x, c2.x), blend_dodge_f(c1.y, c2.y), blend_dodge_f(c1.z, c2.z)) + (1.0-opacity)*c2; } vec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*max(c1, c2) + (1.0-opacity)*c2; } vec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*min(c1, c2) + (1.0-opacity)*c2; } vec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2; } vec2 transform(vec2 uv, vec2 translate, float rotate, vec2 scale) { vec2 rv; uv -= vec2(0.5); rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; rv /= scale; rv += vec2(0.5); rv -= translate; return rv; } vec2 transform_repeat(vec2 uv, vec2 translate, float rotate, vec2 scale) { return fract(transform(uv, translate, rotate, scale)); } vec2 transform_norepeat(vec2 uv, vec2 translate, float rotate, vec2 scale) { return clamp(transform(uv, translate, rotate, scale), vec2(0.0), vec2(1.0)); } // From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 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); }