#iChannel0 "file://./Textures/colorful.jpg" #iChannel0::WrapMode "Mirror" float pow2(float x) { return x*x; } /* euclidian */ float colDist(vec3 col1, vec3 col2) { return distance(col1, col2); } /* optimized L*a*b*-like */ float colDist2(vec3 col1, vec3 col2) { float r_mean = (col1.r + col2.r) * 256./2.0; float r = (col1.r - col2.r) * 256.; float g = (col1.g - col2.g) * 256.; float b = (col1.b - col2.b) * 256.; //float dc = sqrt((2.0+r_mean/256.) * pow2(r) // + 4.0*pow2(g) // + (2.0 + (255.-r_mean)/256.) * pow2(b) ); float dc = sqrt( (512.+r_mean)*r*r/256. + 4.*g*g + (767.-r_mean)*b*b/256.); return dc; } vec3 bestColor(vec3 col, vec3 pal[22]) { //col = pow(col, vec3(1./2.2)); //col.r = pow(col.r,1./1.7); //col.g = pow(col.g,1./1.7); //col.b = pow(col.b,1./2.2); float mdist = colDist2(col, pal[0]); vec3 bcolor = pal[0]; for(int i=0;i<22;i++) { float d = colDist2(col, pal[i]); if (d < mdist ) { mdist = d; bcolor = pal[i]; } } return bcolor; } void mainImage ( out vec4 fragColor, in vec2 fragCoord) { vec3 pal[22]; pal[0]=vec3(0.953125,0.953125,0.953125); pal[1] = vec3(0.578125,0.6875,0.7578125); pal[2] = vec3(0.3359375,0.421875,0.5234375); pal[3] = vec3(0.19921875,0.234375,0.33984375); pal[4] = vec3(0.1015625,0.109375,0.171875); pal[5] = vec3(0.99609375,0.80078125,0.45703125); pal[6] = vec3(0.93359375,0.48828125,0.33984375); pal[7] = vec3(0.55859375,0.3359375,0.23046875); pal[8] = vec3(0.3984375,0.22265625,0.19140625); pal[9] = vec3(0.65234375,0.9375,0.4375); pal[10] = vec3(0.21875,0.71484375,0.390625); pal[11] = vec3(0.14453125,0.44140625,0.47265625); pal[12] = vec3(0.84765625,0.33984375,0.38671875); pal[13] = vec3(0.921875,0.19921875,0.296875); pal[14] = vec3(0.69140625,0.2421875,0.32421875); pal[15] = vec3(0.4609375,0.2578125,0.5390625); pal[16] = vec3(0.36328125,0.15234375,0.36328125); pal[17] = vec3(0.26953125,0.15625,0.234375); pal[18] = vec3(0.5859375,0.78125,0.93359375); pal[19] = vec3(0.25390625,0.6484375,0.9609375); pal[20] = vec3(0.23046875,0.36328125,0.78515625); pal[21] = vec3(0.24609375,0.24609375,0.453125); vec2 uv = (fragCoord/iResolution.y); vec4 col = vec4(0,0,0,1.0); vec3 texCol = texture(iChannel0, uv).rgb; vec3 tmp = bestColor( texCol, pal); col.rgb = tmp; fragColor = col; }