core: move colorspace handling to oklab (#8635)

* Meson: add hyprgraphics

* Nix: add hyprgraphics

* CI/setup_base: get hyprgraphics-git

---------

Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
This commit is contained in:
Vaxry 2024-12-03 18:58:24 +00:00 committed by GitHub
parent 92186898c0
commit 320144ae72
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GPG key ID: B5690EEEBB952194
40 changed files with 492 additions and 173 deletions

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@ -17,12 +17,32 @@ uniform float radius;
uniform float radiusOuter;
uniform float thick;
// Gradients are in OkLabA!!!! {l, a, b, alpha}
uniform vec4 gradient[10];
uniform vec4 gradient2[10];
uniform int gradientLength;
uniform int gradient2Length;
uniform float angle;
uniform float angle2;
uniform float gradientLerp;
uniform float alpha;
vec4 getColorForCoord(vec2 normalizedCoord) {
float linearToGamma(float x) {
return x >= 0.0031308 ? 1.055 * pow(x, 0.416666666) - 0.055 : 12.92 * x;
}
vec4 okLabAToSrgb(vec4 lab) {
float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
return vec4(linearToGamma(l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292),
linearToGamma(l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965)),
linearToGamma(l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010),
lab[3]);
}
vec4 getOkColorForCoordArray1(vec2 normalizedCoord) {
if (gradientLength < 2)
return gradient[0];
@ -51,6 +71,46 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
}
vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
if (gradient2Length < 2)
return gradient2[0];
float finalAng = 0.0;
if (angle2 > 4.71 /* 270 deg */) {
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = 6.28 - angle;
} else if (angle2 > 3.14 /* 180 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = angle - 3.14;
} else if (angle2 > 1.57 /* 90 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
finalAng = 3.14 - angle2;
} else {
finalAng = angle2;
}
float sine = sin(finalAng);
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
int bottom = int(floor(progress));
int top = bottom + 1;
return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
}
vec4 getColorForCoord(vec2 normalizedCoord) {
vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
if (gradient2Length <= 0)
return okLabAToSrgb(result1);
vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
return okLabAToSrgb(mix(result1, result2, gradientLerp));
}
void main() {
highp vec2 pixCoord = vec2(gl_FragCoord);