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@@ -84,109 +84,53 @@ uniform float hue_amount;
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uniform sampler2D u_texture;
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vec3 RGBToHSL(vec3 color)
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float Epsilon = 1e-10;
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vec3 RGBtoHCV (vec3 RGB)
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{
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vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
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float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
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float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
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float delta = fmax - fmin; //Delta RGB value
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hsl.z = (fmax + fmin) / 2.0; // Luminance
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if (delta == 0.0)//This is a gray, no chroma...
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{
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hsl.x = 0.0;// Hue
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hsl.y = 0.0;// Saturation
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}
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else //Chromatic data...
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{
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if (hsl.z < 0.5)
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hsl.y = delta / (fmax + fmin); // Saturation
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else
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hsl.y = delta / (2.0 - fmax - fmin); // Saturation
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float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
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float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
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float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
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if (color.r == fmax )
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hsl.x = deltaB - deltaG; // Hue
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else if (color.g == fmax)
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hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
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else if (color.b == fmax)
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hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
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if (hsl.x < 0.0)
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hsl.x += 1.0; // Hue
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else if (hsl.x > 1.0)
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hsl.x -= 1.0; // Hue
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}
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return hsl;
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// Based on work by Sam Hocevar and Emil Persson
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vec4 P = (RGB.g < RGB.b) ? vec4 (RGB.bg, -1.0, 2.0/3.0) : vec4 (RGB.gb, 0.0, -1.0/3.0);
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vec4 Q = (RGB.r < P.x) ? vec4 (P.xyw, RGB.r) : vec4 (RGB.r, P.yzx);
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float C = Q.x - min (Q.w, Q.y);
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float H = abs ((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
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return vec3 (H, C, Q.x);
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}
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float HueToRGB(float f1, float f2, float hue)
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vec3 HUEtoRGB(float H)
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{
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if (hue < 0.0)
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hue += 1.0;
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else if (hue > 1.0)
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hue -= 1.0;
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float res;
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if ((6.0 * hue) < 1.0)
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res = f1 + (f2 - f1) * 6.0 * hue;
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else if ((2.0 * hue) < 1.0)
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res = f2;
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else if ((3.0 * hue) < 2.0)
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res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
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else
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res = f1;
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return res;
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float R = abs(H * 6.0 - 3.0) - 1.0;
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float G = 2.0 - abs(H * 6.0 - 2.0);
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float B = 2.0 - abs(H * 6.0 - 4.0);
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return clamp(vec3(R,G,B), 0.0, 1.0);
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}
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vec3 HSLToRGB(vec3 hsl)
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vec3 HSLtoRGB(vec3 HSL)
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{
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vec3 rgb;
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if (hsl.y == 0.0)
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rgb = vec3(hsl.z); // Luminance
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else
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{
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float f2;
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if (hsl.z < 0.5)
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f2 = hsl.z * (1.0 + hsl.y);
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else
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f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
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float f1 = 2.0 * hsl.z - f2;
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rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
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rgb.g = HueToRGB(f1, f2, hsl.x);
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rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
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}
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return rgb;
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vec3 RGB = HUEtoRGB(HSL.x);
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float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
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return (RGB - 0.5) * C + HSL.z;
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}
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vec3 RGBtoHSL(vec3 RGB)
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{
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vec3 HCV = RGBtoHCV(RGB);
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float L = HCV.z - HCV.y * 0.5;
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float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + Epsilon);
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return vec3(HCV.x, S, L);
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}
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vec3 BlendHue(vec3 base, vec3 blend)
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{
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if (blend.r == blend.g && blend.g == blend.b) {
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return base;
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}
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else {
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vec3 baseHSL = RGBToHSL(base);
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return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
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vec3 baseHSL = RGBtoHSL(base);
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return HSLtoRGB(vec3(RGBtoHSL(blend).r, baseHSL.g, baseHSL.b));
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}
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}
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// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
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vec3 BlendColor(vec3 base, vec3 blend)
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{
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vec3 blendHSL = RGBToHSL(blend);
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return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
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}
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#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
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void main()
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@@ -955,6 +899,8 @@ void main()
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(let [[^OrthographicCamera cam] (utils/setup-viewport screen 320 240)]
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(set! (. cam zoom) 0.95)
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(let [shader (ShaderProgram. ^String v-shader ^String pix-shader)
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_ (update! screen :shader shader)
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rooms {:inside-house (rooms.inside-house/make screen)
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:inside-stash (rooms.inside-stash/make screen)
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