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Opengl GLSL HSV着色器_Opengl_Cocos2d X_Shader - Fatal编程技术网

Opengl GLSL HSV着色器

Opengl GLSL HSV着色器,opengl,cocos2d-x,shader,Opengl,Cocos2d X,Shader,我想在cocos2d-x游戏中使用GLSL着色器,这会使精灵更亮 这是我的着色器: #ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.

我想在cocos2d-x游戏中使用GLSL着色器,这会使精灵更亮

这是我的着色器:

#ifdef GL_ES
precision mediump float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

vec3 rgb2hsv(vec3 c)
{
    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);
    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);
}

void main(void)
{
    vec4 c = texture2D(CC_Texture0, v_texCoord);
    vec4 final = c;

    vec3 rgb = vec3(c.r, c.g, c.b);
    vec3 hsv = rgb2hsv(rgb);
    hsv.z = min(hsv.z + 1.0, 255.0); //HERE IS HOW MUCH BRIGHTNESS SHOULD BE ADDED
    vec3 nrgb = hsv2rgb(hsv);

    final.r = nrgb.x;
    final.g = nrgb.y;
    final.b = nrgb.z;

    gl_FragColor = final;
}
从rgb到hsv,反之亦然:

这是一个添加了“0”的图像(hsv.z=min(hsv.z+0.0255.0);):

没有任何变化,这是意料之中的。它使转换工作

现在,这里有一个添加了“1”的图像(hsv.z=min(hsv.z+1.0255.0);):

所以,它应该稍微亮一点,但看起来就像截图上的一样。将“1”更改为例如“10”将使图像变为纯白色


我知道某个地方有问题,但我不知道出了什么问题。

正如@ColonelThirtyTwo所说,RGB和HSV值在[0,1]范围内

因此,您的代码应该是:

void main(void)
{
   vec4 c = texture2D(CC_Texture0, v_texCoord);
   vec3 hsv = rgb2hsv(c.rgb);

   hsv.z = clamp(hsv.z + 0.05, 0.0, 1.0); // Add 1/20 of brightness.

   gl_FragColor = hsv2rgb(hsv);
}

gl\u FragColor
vec的组件从
0
1
。类似地,
texture2D
的输出在相同的范围内(除非您使用特殊的纹理格式)。线
min(hsv.z+1.0,255.0)
让我觉得您期望的值是从
0
255
。这很有效,谢谢!void main(void){vec4 c=texture2D(CC_Texture0,v_texCoord);vec3 hsv=rgb2hsv(c.rgb);hsv.z=clamp(hsv.z+0.3,0.0,1.0);vec3 nrgb=hsv2rgb(hsv);gl_FragColor=vec4(nrgb.x,nrgb.y,nrgb.z,c.a)}