//========================================================================= // // Program: Visualization Toolkit // Module: vtkSurfaceLICPainter_CE.glsl // // Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // All rights reserved. // See Copyright.txt or http://www.kitware.com/Copyright.htm for details. // // This software is distributed WITHOUT ANY WARRANTY; without even // the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // PURPOSE. See the above copyright notice for more information. // //========================================================================= // color contrast enhance stage implemented via histogram stretching // on lightness channel. if the min and max are tweaked it can generate // out-of-range values these will be clamped in 0 to 1 #version 110 uniform sampler2D texGeomColors; // scalars + lighting uniform sampler2D texLIC; // image lic, mask uniform sampler2D texHSLColors; // hsla colors uniform float uLMin; // min lightness over all fragments uniform float uLMaxMinDiff; // max - min lightness over all fragments /** Helper for HSL to RGB conversion. */ float Util(float v1, float v2, float vH) { if (vH < 0.0) vH += 1.0; if (vH > 1.0) vH -= 1.0; if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH); if ((2.0 * vH) < 1.0) return (v2); if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0); return v1; } /** Convert from HSL space into RGB space. */ vec3 HSLToRGB(vec3 HSL) { vec3 RGB; if (HSL.y == 0.0) { // Gray RGB.r = HSL.z; RGB.g = HSL.z; RGB.b = HSL.z; } else { // Chromatic float v2; if (HSL.z < 0.5) v2 = HSL.z * (1.0 + HSL.y); else v2 = (HSL.z + HSL.y) - (HSL.y * HSL.z); float v1 = 2.0 * HSL.z - v2; RGB.r = Util(v1, v2, HSL.x + (1.0 / 3.0)); RGB.g = Util(v1, v2, HSL.x); RGB.b = Util(v1, v2, HSL.x - (1.0 / 3.0)); } return RGB.rgb; } void main() { // lookup hsl color , mask vec4 fragColor = texture2D(texHSLColors, gl_TexCoord[0].st); // don't modify masked fragments (masked => lic.g==1) vec4 lic = texture2D(texLIC, gl_TexCoord[0].st); if (lic.g==0.0) { // normalize lightness channel fragColor.z = clamp((fragColor.z - uLMin)/uLMaxMinDiff, 0.0, 1.0); } // back into rgb space fragColor.rgb = HSLToRGB(fragColor.xyz); // add alpha vec4 geomColor = texture2D(texGeomColors, gl_TexCoord[0].st); fragColor.a = geomColor.a; gl_FragData[0] = fragColor; }