fized xna shader compatability with copious static consts

This commit is contained in:
micycle 2023-05-24 20:54:33 -04:00 committed by yosh
parent 2343743a43
commit e5d45f5d48
3 changed files with 57 additions and 22 deletions

View File

@ -30,25 +30,23 @@ float4 hsv2rgb(float4 c) {
DECLARE_TEXTURE(sprite, 0); // The sprite texture
// All of the uniform rgb and hsv colors don't have premultipled alpha!
// We need to multiply the alpha in by hand.
uniform float recolor1_threshold;
uniform float4 recolor1_rgb_from;
uniform float4 recolor1_rgb_to;
uniform float rehue1_threshold;
uniform float4 rehue1_threshold_mul;
uniform float4 rehue1_rgb_from;
uniform float4 rehue1_rgb_to;
uniform float4 rehue1_hsv_from;
uniform float4 rehue1_hsv_to;
static const float rehue1_threshold_norm = rehue1_threshold * length(rehue1_threshold_mul);
static const float4 rehue1_hsv_from = rgb2hsv(rehue1_rgb_from);
static const float4 rehue1_hsv_to = rgb2hsv(rehue1_rgb_to);
uniform float rehue2_threshold;
uniform float4 rehue2_threshold_mul;
uniform float4 rehue2_rgb_from;
uniform float4 rehue2_rgb_to;
uniform float4 rehue2_hsv_from;
uniform float4 rehue2_hsv_to;
static const float rehue2_threshold_norm = rehue2_threshold * length(rehue2_threshold_mul);
static const float4 rehue2_hsv_from = rgb2hsv(rehue2_rgb_from);
static const float4 rehue2_hsv_to = rgb2hsv(rehue2_rgb_to);
float4 hueshift(
@ -59,24 +57,33 @@ float4 hueshift(
return hsv2rgb(hsv_clamp);
}
float4 multiplya(float4 color) {
return color * float4(color.aaa, 1.0);
}
float4 ps_main(float4 pos: SV_Position, float4 sprite_color: COLOR0, float2 uv: TEXCOORD0): COLOR {
float4 ps_main(
float4 pos: SV_Position, float4 sprite_color: COLOR0, float2 uv: TEXCOORD0
): COLOR {
float4 tex_rgb = SAMPLE_TEXTURE(sprite, uv);
float4 tex_hsv = rgb2hsv(tex_rgb);
// replace recolor1_rgb_from with recolor1_rgb_to if in threshold
if (distance(tex_rgb, recolor1_rgb_from) < recolor1_threshold) {
return recolor1_rgb_to * sprite_color;
// Multiply the alpha in because our colors are not premultiplied
return multiplya(recolor1_rgb_to) * sprite_color;
}
// hue-shift tex_hsv by the difference between rehue1_hsv_to - rehue1_hsv_from,
// only if it is in threshold scaled by the threshold multipler
if (distance(tex_hsv * rehue1_threshold_mul, rehue1_hsv_from * rehue1_threshold_mul) < rehue1_threshold_norm) {
return hueshift(tex_hsv, rehue1_hsv_from, rehue1_hsv_to) * sprite_color;
return multiplya(hueshift(tex_hsv, rehue1_hsv_from, rehue1_hsv_to))
* sprite_color;
}
if (distance(tex_hsv * rehue2_threshold_mul, rehue2_hsv_from * rehue2_threshold_mul) < rehue2_threshold_norm) {
return hueshift(tex_hsv, rehue2_hsv_from, rehue2_hsv_to) * sprite_color;
return multiplya(hueshift(tex_hsv, rehue2_hsv_from, rehue2_hsv_to))
* sprite_color;
}
return tex_rgb * sprite_color;

View File

@ -202,24 +202,24 @@ namespace Celeste.Mod.AvaliSkin {
// works at 0.12 minus the dark brown (actually works for real)
FxRecolor.Parameters["rehue1_threshold"].SetValue(0.07f);
FxRecolor.Parameters["rehue1_threshold_mul"].SetValue(
new Vector4(1f, 0.1f, 0.1f, 0f)
new Vector4(1f, 0.1f, 0.3f, 0f)
);
FxRecolor.Parameters["rehue1_rgb_from"].SetValue(
(new Color((byte) 0xa2, 0x88, 0x5c, 0xff)).ToVector4() // #a2885c
FxRecolor.Parameters["rehue1_hsv_from"].SetValue(
(new Color((byte) 0xa2, 0x88, 0x5c, 0xff)).ToHSV() // #a2885c
);
FxRecolor.Parameters["rehue1_hsv_to"].SetValue(
lightColor2.ToHSV()
);
FxRecolor.Parameters["rehue1_rgb_to"].SetValue(
lightColor2.ToVector4()
); // #433722
FxRecolor.Parameters["rehue2_threshold"].SetValue(0.07f);
FxRecolor.Parameters["rehue2_threshold_mul"].SetValue(
new Vector4(1f, .8f, .8f, 0f)
);
FxRecolor.Parameters["rehue2_rgb_from"].SetValue(
(new Color((byte) 0x4e, 0x4e, 0x4e, 0xff)).ToVector4() // #4e4e4e
FxRecolor.Parameters["rehue2_hsv_from"].SetValue(
(new Color((byte) 0x4e, 0x4e, 0x4e, 0xff)).ToHSV() // #4e4e4e
);
FxRecolor.Parameters["rehue2_rgb_to"].SetValue(
darkColor2.ToVector4()
FxRecolor.Parameters["rehue2_hsv_to"].SetValue(
darkColor2.ToHSV()
);
FxRecolor.CurrentTechnique = FxRecolor.Techniques["Recolor"];

View File

@ -1,4 +1,5 @@
using System;
using System.Threading;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
@ -75,6 +76,33 @@ namespace Celeste.Mod.AvaliSkin {
public static Color Premultiply(this Color color) {
return Color.FromNonPremultiplied(color.ToVector4());
}
// From https://web.archive.org/web/20200213094821/http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
public static Vector4 ToHSV(this Color color) {
// custom deconstructors are broken on mono
float r = color.R / 255.0f;
float g = color.G / 255.0f;
float b = color.B / 255.0f;
float a = color.A / 255.0f;
float K = 0f;
if (g < b) {
b = Interlocked.Exchange(ref g, b);
K = -1f;
}
if (r < g) {
g = Interlocked.Exchange(ref r, g);
K = -2f / 6f - K;
}
float chroma = r - Math.Min(g, b);
float h = Math.Abs(K + (g - b) / (6f * chroma + 1e-20f));
float s = chroma / (r + 1e-20f);
float v = r;
return new Vector4(h, s, v, a);
}
}
}