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texture_srgb.html
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<!DOCTYPE html>
<html lang="en">
<!-- Ported from the OpenGL Samples Pack https://github.com/g-truc/ogl-samples/blob/master/tests/gl-320-fbo-srgb.cpp -->
<head>
<title>WebGL 2 Samples - texture_srgb</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="style.css">
<script src="utility.js"></script>
</head>
<body>
<div id="info">WebGL 2 Samples - texture_srgb</div>
<p id="description">
Texture files are stored in non-linear sRGB color space format in storage. In this sample, the fragment shader automatically converts our texture from non-linear sRGB color space to linear RGB color space.
<br>
This is useful since because then we could work with the filtering math in linear space, then convert back to sRGB space for the color output.
<br>
The output below is applied to a Gaussian blur filter.
</p>
<!-- Shader code is modified adapted from xissburg at http://xissburg.com/faster-gaussian-blur-in-glsl/ -->
<script id="vs" type="x-shader/x-vertex">
#version 300 es
#define POSITION_LOCATION 0
#define TEXCOORD_LOCATION 4
precision highp float;
precision highp int;
uniform mat4 mvp;
layout(location = POSITION_LOCATION) in vec2 position;
layout(location = TEXCOORD_LOCATION) in vec2 textureCoordinates;
out vec2 v_st;
out vec2 v_blurTexCoords[14];
out vec2 h_blurTexCoords[14];
void main()
{
v_st = textureCoordinates;
gl_Position = mvp * vec4(position, 0.0, 1.0) ;
v_blurTexCoords[ 0] = v_st + vec2(0.0, -0.050);
v_blurTexCoords[ 1] = v_st + vec2(0.0, -0.036);
v_blurTexCoords[ 2] = v_st + vec2(0.0, -0.020);
v_blurTexCoords[ 3] = v_st + vec2(0.0, -0.016);
v_blurTexCoords[ 4] = v_st + vec2(0.0, -0.012);
v_blurTexCoords[ 5] = v_st + vec2(0.0, -0.008);
v_blurTexCoords[ 6] = v_st + vec2(0.0, -0.004);
v_blurTexCoords[ 7] = v_st + vec2(0.0, 0.004);
v_blurTexCoords[ 8] = v_st + vec2(0.0, 0.008);
v_blurTexCoords[ 9] = v_st + vec2(0.0, 0.012);
v_blurTexCoords[10] = v_st + vec2(0.0, 0.016);
v_blurTexCoords[11] = v_st + vec2(0.0, 0.020);
v_blurTexCoords[12] = v_st + vec2(0.0, 0.036);
v_blurTexCoords[13] = v_st + vec2(0.0, 0.050);
h_blurTexCoords[ 0] = v_st + vec2(-0.050, 0.0);
h_blurTexCoords[ 1] = v_st + vec2(-0.036, 0.0);
h_blurTexCoords[ 2] = v_st + vec2(-0.020, 0.0);
h_blurTexCoords[ 3] = v_st + vec2(-0.016, 0.0);
h_blurTexCoords[ 4] = v_st + vec2(-0.012, 0.0);
h_blurTexCoords[ 5] = v_st + vec2(-0.008, 0.0);
h_blurTexCoords[ 6] = v_st + vec2(-0.004, 0.0);
h_blurTexCoords[ 7] = v_st + vec2( 0.004, 0.0);
h_blurTexCoords[ 8] = v_st + vec2( 0.008, 0.0);
h_blurTexCoords[ 9] = v_st + vec2( 0.012, 0.0);
h_blurTexCoords[10] = v_st + vec2( 0.016, 0.0);
h_blurTexCoords[11] = v_st + vec2( 0.020, 0.0);
h_blurTexCoords[12] = v_st + vec2( 0.036, 0.0);
h_blurTexCoords[13] = v_st + vec2( 0.050, 0.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
#define FRAG_COLOR_LOCATION 0
precision highp float;
precision highp int;
struct Material
{
sampler2D diffuse;
};
uniform Material material;
in vec2 v_blurTexCoords[14];
in vec2 h_blurTexCoords[14];
in vec2 v_st;
layout(location = FRAG_COLOR_LOCATION) out vec4 color;
vec3 rgbToSrgb(in vec3 colorRGB, in float gammaCorrection)
{
vec3 clampedColorRGB = clamp(colorRGB, 0.0, 1.0);
return mix(
pow(clampedColorRGB, vec3(gammaCorrection)) * 1.055 - 0.055,
clampedColorRGB * 12.92,
lessThan(clampedColorRGB, vec3(0.0031308)));
}
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec3 contrastSaturationBrightness(vec3 color, float brt, float sat, float con)
{
const vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 brtColor = color * brt;
vec3 intensity = vec3(dot(brtColor, lumCoeff));
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(vec3(0.5), satColor, con);
return conColor;
}
void main()
{
vec2 sampleCoord = fract(v_st.xy);
// *N.B*: Since we fetched in a sRGB texture format, fragment shader automatically converted
// from non-linear sRGB color space to linear RGB color space for us.
// This is useful since then we could work with the filtering math in linear space,
// then convert back to sRGB space for the color output.
// In this example, we will use a Gaussian filter for blurring.
vec4 colorRgb = vec4(texture(material.diffuse, v_st).rgb, 1.0);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 0]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 1]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 2]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 3]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 4]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 5]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 6]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 7]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 8]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[ 9]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[10]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[11]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[12]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, v_blurTexCoords[13]), sampleCoord.y);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 0]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 1]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 2]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 3]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 4]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 5]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 6]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 7]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 8]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[ 9]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[10]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[11]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[12]), sampleCoord.x);
colorRgb = mix(colorRgb, texture(material.diffuse, h_blurTexCoords[13]), sampleCoord.x);
float brightness = 1.0;
float saturation = 0.5;
float contrast = 1.0;
colorRgb = vec4(contrastSaturationBrightness(colorRgb.rgb, brightness, saturation, contrast), 1.0);
color = vec4(rgbToSrgb(colorRgb.rgb, 0.41666).rgb, 1.0);
}
</script>
<script>
(function() {
'use strict';
var canvas = document.createElement('canvas');
canvas.width = Math.min(window.innerWidth, window.innerHeight);
canvas.height = canvas.width;
document.body.appendChild(canvas);
var gl = canvas.getContext( 'webgl2', { antialias: false } );
var isWebGL2 = !!gl;
if(!isWebGL2) {
document.getElementById('info').innerHTML = 'WebGL 2 is not available. See <a href="https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">How to get a WebGL 2 implementation</a>';
return;
}
// -- Initialize program
var program = createProgram(gl, getShaderSource('vs'), getShaderSource('fs'));
var uniformMvpLocation = gl.getUniformLocation(program,'mvp');
var uniformDiffuseLocation = gl.getUniformLocation(program,'material.diffuse');
// -- Initialize buffer
var positions = new Float32Array([
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0
]);
var vertexPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var texcoords = new Float32Array([
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
1.0, 0.0,
0.0, 0.0,
0.0, 1.0
]);
var vertexTexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, texcoords, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER,null);
// -- Initialize vertex array
var vertexArray = gl.createVertexArray();
gl.bindVertexArray(vertexArray);
var vertexPosLocation = 0; // set with GLSL layout qualifier
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
gl.vertexAttribPointer(vertexPosLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPosLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertexTexLocation = 4; // set with GLSL layout qualifier
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexBuffer);
gl.vertexAttribPointer(vertexTexLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexTexLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindVertexArray(null);
// -- Load texture then render
var imageUrl = '../assets/img/Di-3d.png';
var texture;
loadImage(imageUrl, function(image) {
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D,
0, // Level of details
gl.SRGB8, // Format
gl.RGB,
gl.UNSIGNED_BYTE, // Size of each channel
image
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
render();
});
function render() {
// Clear color buffer
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Bind program
gl.useProgram(program);
var matrix = new Float32Array([
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.0, 1.0
]);
gl.uniformMatrix4fv(uniformMvpLocation, false, matrix);
gl.uniform1i(uniformDiffuseLocation, 0);
gl.bindVertexArray(vertexArray);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, 1);
// Cleanup
gl.deleteBuffer(vertexPosBuffer);
gl.deleteBuffer(vertexTexBuffer);
gl.deleteVertexArray(vertexArray);
gl.deleteTexture(texture);
gl.deleteProgram(program);
}
})();
</script>
<div id="highlightedLines" style="display: none">#L248</div>
</body>
</html>