色相偏移着色器破坏 alpha

Hue shift shader breaks alpha

我正在使用cocos2dx。我有一个 Sprite,它设置了这样的自定义着色器:

boss_1 = Sprite::createWithSpriteFrameName("Zombies/normal/0_0_0.png");
boss_1->setPosition(boss_1->getContentSize()/2.0f);
boss_1->setBlendFunc(cocos2d::BlendFunc::ALPHA_NON_PREMULTIPLIED);
boss_1->setGLProgramState(boss_1_state);

我有以下着色器:

vec3 hueAdjust(vec3 color, float hueAdjust)
{
    const vec3  kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
    const vec3  kRGBToI     = vec3 (0.596, -0.275, -0.321);
    const vec3  kRGBToQ     = vec3 (0.212, -0.523, 0.311);

    const vec3  kYIQToR   = vec3 (1.0, 0.956, 0.621);
    const vec3  kYIQToG   = vec3 (1.0, -0.272, -0.647);
    const vec3  kYIQToB   = vec3 (1.0, -1.107, 1.704);

    // Convert to YIQ
    float   YPrime  = dot (color, kRGBToYPrime);
    float   I      = dot (color, kRGBToI);
    float   Q      = dot (color, kRGBToQ);

    // Calculate the hue and chroma
    float   hue     = atan (Q, I);
    float   chroma  = sqrt (I * I + Q * Q);

    // Make the user's adjustments
    hue += hueAdjust;

    // Convert back to YIQ
    Q = chroma * sin (hue);
    I = chroma * cos (hue);

    // Convert back to RGB
    vec3    yIQ   = vec3 (YPrime, I, Q);
    color.r = dot (yIQ, kYIQToR);
    color.g = dot (yIQ, kYIQToG);
    color.b = dot (yIQ, kYIQToB);

    // Save the result
    return color;
}

void main()
{
    vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);

    // Hue

    vec3 hueAdjustedColor = hueAdjust(v_orColor.rgb, hue_value);

    gl_FragColor = vec4(hueAdjustedColor, v_orColor.a);
}

但是 alpha 似乎丢失了,精灵呈现为黑色背景。 (虽然色调偏移效果很好,因为我可以用滑块测试它)

这只发生在 hueAdjust 函数中。如果我使用这个其他函数来更改 contrast/saturation/brightness,alpha 将被完美保留:

vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
{
    // Increase or decrease these values to adjust r, g and b color channels seperately
    const float AvgLumR = 0.5;
    const float AvgLumG = 0.5;
    const float AvgLumB = 0.5;

    const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);

    vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
    vec3 brtColor = color * brt;
    vec3 intensity = vec3(dot(brtColor, LumCoeff));
    vec3 satColor = mix(intensity, brtColor, sat);
    vec3 conColor = mix(AvgLumin, satColor, con);
    return conColor;
}

hueAdjust 中的算法似乎输出负色或 NaNs...

我通过替换此行使其正常工作:

vec3 hueAdjustedColor = hueAdjust(v_orColor.rgb, hue_value);

这个:

vec3 hueAdjustedColor = max(hueAdjust(v_orColor.rgb, hue_value), 0.0);

顺便说一句,算法似乎过于复杂了。为什么要像这样转换颜色 RGB -> YIQ -> HSV -> YIQ -> RGB?您可以将 RGB 直接转换为 HSV,反之亦然,无需中间 YIQ 阶段。这是用于此的快速无分支算法:http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl

希望对你有所帮助:)