我想让精灵可以设置 色相 饱和度 亮度(HSL),但我还想在这同时实现对透明度色设置。不知道能不能实现。注:色相 饱和度 亮度 我通过粘贴复制实现了 但是精灵无法设置透明度了
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform float u_dH;
uniform float u_dS;
uniform float u_dL;
void main() {
vec4 texColor = texture2D(CC_Texture0, v_texCoord);
float r = texColor.r;
float g = texColor.g;
float b = texColor.b;
float a = texColor.a;
//convert rgb to hsl
float h;
float s;
float l;
{
float max = max(max(r, g), b);
float min = min(min(r, g), b);
//----h
if (max == min){
h = 0.0;
}
else if (max == r&&g >= b){
h = 60.0*(g - b) / (max - min) + 0.0;
}
else if (max == r&&g < b){
h = 60.0*(g - b) / (max - min) + 360.0;
}
else if (max == g){
h = 60.0*(b - r) / (max - min) + 120.0;
}
else if (max == b){
h = 60.0*(r - g) / (max - min) + 240.0;
}
//----l
l = 0.5*(max + min);
//----s
if (l == 0.0 || max == min){
s = 0.0;
}
else if (0.0 <= l&&l <= 0.5){
s = (max - min) / (2.0l);
}
else if (l > 0.5){
s = (max - min) / (2.0 - 2.0l);
}
}
//(h,s,l)+(dH,dS,dL) -> (h,s,l)
h = h + u_dH;
s = min(1.0, max(0.0, s + u_dS));
l = l + u_dL;
//convert (h,s,l) to rgb and got final color
vec4 finalColor;
{
float q;
if (l < 0.5){
q = l*(1.0 + s);
}
else if (l >= 0.5){
q = l + s - ls;
}
float p = 2.0l - q;
float hk = h / 360.0;
float t[3];
t[0] = hk + 1.0 / 3.0;
t[1] = hk;
t[2] = hk - 1.0 / 3.0;
float c[3];
for (int i = 0; i < 3; i++){
if (t[i] < 0.0)t[i] += 1.0;
if (t[i] > 1.0)t[i] -= 1.0;
if (t[i] < 1.0 / 6.0){
c[i] = p + ((q - p)*6.0*t[i]);
}
else if (1.0 / 6.0 <= t[i] && t[i] < 0.5){
c[i] = q;
}
else if (0.5 <= t[i] && t[i] < 2.0 / 3.0){
c[i] = p + ((q - p)*6.0*(2.0 / 3.0 - t[i]));
}
else{
c[i] = p;
}
}
finalColor = vec4(c[0], c[1], c[2], a);
}
finalColor += vec4(u_dL, u_dL, u_dL, 0.0);
gl_FragColor = finalColor;
}