原理:把RGB转换成HSV,调节后转回成RGB。直接贴代码:
查表法还在研究中getTable()函数无效,由于获取的像素点是float型不能放到数组table中cTable[vec4[0]],不能编译。
// HSV functions are from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
A. 如下代码可以复制到http://transitions.glsl.io/transition/new 直接查看运行效果。
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform float brightness;
uniform float contrast;
uniform float saturation;
vec3 hsv2rgb(vec3 c) {
const 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);
}
vec3 rgb2hsv(vec3 c) {
const 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));
float d = q.x - min(q.w, q.y);
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + 0.001)), d / (q.x + 0.001), q.x);
}
void getTable()
{
float c=(100.0 + contrast)/100.0;
float brightnesstmp = brightness + 128.0;
float cTable[256]; //<nipper>
for (int i=0; i<256; i++) {
// cTable[i] = max(0,min(255,((i-128.0)*c + brightnesstmp + 0.5f)));
cTable[i] = max(0.0, min(255.0,((float(i-128))*c + brightnesstmp + 0.5)));
}
}
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
vec3 a = rgb2hsv(texture2D(from, p).rgb);
vec3 m = a+vec3(contrast,saturation ,brightness);
gl_FragColor = vec4(hsv2rgb(m), 1.0);
}
愿天堂没有代码!!