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Merge branch 'main' of https://github.com/rsierraa/showcase
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Jmaciass1 committed Jun 27, 2023
2 parents 3bd2a2b + b0975a6 commit 42cbf90
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8 changes: 3 additions & 5 deletions content/docs/Shaders/coloring.md
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## Coloring



## Color Blender

{{< p5-iframe sketch="/showcase/sketches/shaders/Blending/colorBlend.js" width="950" height="900" lib1="https://cdn.jsdelivr.net/gh/VisualComputing/p5.treegl/p5.treegl.js">}}


## Color Blender

## 1. Introducción
El "color blending" o "mezcla de colores" se refiere al proceso de combinar varios colores para crear un efecto de transición suave entre ellos. Es comúnmente utilizado en el campo del diseño gráfico, la pintura, la ilustración y la fotografía digital.
Expand Down Expand Up @@ -49,6 +45,8 @@ Las fórmulas fueron tomadas de [Blend Modes (Wikipedia)](https://en.wikipedia.o

Otras referencias utilizadas: [Why my texture coordinates are inverted each time I call my GLSL shader in P5.js (Stack Overflow)](https://stackoverflow.com/questions/67576655/why-my-texture-coordinates-are-inverted-each-time-i-call-my-glsl-shader-in-p5js)

{{< p5-iframe sketch="/showcase/sketches/shaders/Blending/colorBlend2.js" width="950" height="900" lib1="https://cdn.jsdelivr.net/gh/VisualComputing/p5.treegl/p5.treegl.js">}}

### Controls

* **Botón Subir archivo**: para cargar una imagen o video
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83 changes: 83 additions & 0 deletions content/sketches/shaders/Blending/colorBlend2.js
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let colorShader;
let picker1;
let picker2;
let color1;
let color2;
let rectColor1;
let rectColor2;
let rectResult;
let offset;
let operations = ["mult", "sum", "sub", "overlay", "screen", "darken", "lighten"];
let effect;
let brightness;

function preload(){
colorShader = readShader('/showcase/sketches/shaders/Blending/colorBlender2.frag',
{varyings: Tree.color4});
}

function setup() {
createCanvas(600, 600, WEBGL);

picker1 = createColorPicker('red');
picker1.position(width/8, height/8);
picker2 = createColorPicker('lightgreen');
picker2.position(width*7/12, height/8);

effect = createSelect();
effect.position(10, 10);
effect.option('effect');
for(let i of operations) effect.option(i);
effect.changed(changeEffect);
colorShader.setUniform('mult', true);

brightness = createSlider(0, 1, 0.5, 0);
brightness.position(300-40, 260);
brightness.style('width', '80px');

rectColor1 = createGraphics(150, 150);
rectColor2 = createGraphics(150, 150);
rectResult = createGraphics(1, 1);

color1 = picker1.value();
color2 = picker2.value();

offset = 40;
}

function draw() {
background('#1E1E37');

color1 = picker1.value();
color2 = picker2.value();

rectColor1.background(color1);
rectColor2.background(color2);
image(rectColor1, -width/2+offset*2, -height/2+offset*2);
image(rectColor2, -width/2+offset*9, -height/2+offset*2);

shader(colorShader);
colorShader.setUniform('brightness', brightness.value());
colorShader.setUniform('color1', normalized(color1));
colorShader.setUniform('color2', normalized(color2));

beginShape();
vertex(-1/3, -2/3);
vertex(1/3, -2/3);
vertex(1/3, 0.0);
vertex(-1/3, 0.0);
endShape();
}

function normalized(color){
const r = red(color)/255;
const g = green(color)/255;
const b = blue(color)/255;
return [r,g,b];
}

function changeEffect(){
effect.disable('effect');
for(let i of operations) colorShader.setUniform(i, false);
colorShader.setUniform(effect.value(), true);
}
48 changes: 48 additions & 0 deletions content/sketches/shaders/Blending/colorBlender2.frag
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precision mediump float;

uniform vec3 color1;
uniform vec3 color2;

uniform float brightness;

uniform bool mult;
uniform bool sum;
uniform bool sub;
uniform bool overlay;
uniform bool screen;
uniform bool darken;
uniform bool lighten;


void main() {

float r1 = color1.r;
float g1 = color1.g;
float b1 = color1.b;

float r2 = color2.r;
float g2 = color2.g;
float b2 = color2.b;

vec3 result = vec3(0.0);

if(mult){
result = (color1*color2);
}else if(sum){
result = (color1+color2);
}else if(sub){
result = (color1-color2);
}else if(overlay){
result = r1<=0.5 ? result+vec3(2.0*r1+r2, 0.0, 0.0) : result+vec3(1.0-2.0*(1.0-r1)*(1.0-r2), 0.0, 0.0);
result = g1<=0.5 ? result+vec3(0.0, 2.0*g1+g2, 0.0) : result+vec3(0.0, 1.0-2.0*(1.0-g1)*(1.0-g2), 0.0);
result = b1<=0.5 ? result+vec3(0.0, 0.0, 2.0*b1+b2) : result+vec3(0.0, 0.0, 1.0-2.0*(1.0-b1)*(1.0-b2));
}else if(screen){
result = vec3(1.0-(1.0-r1)*(1.0-r2), 1.0-(1.0-g1)*(1.0-g2), 1.0-(1.0-b1)*(1.0-b2));
}else if(darken){
result = vec3(min(r1, r2), min(g1, g2), min(b1, b2));
}else if(lighten){
result = vec3(max(r1, r2), max(g1, g2), max(b1, b2));
}

gl_FragColor = vec4(brightness*result, 1.0);
}
2 changes: 1 addition & 1 deletion content/sketches/shaders/Photomosaic/photomosaic2.js
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Expand Up @@ -6,7 +6,7 @@ let pics;
let resolution, quantity;

function preload() {
mosaic = readShader('/showcase/sketches/shaders/Photomosaic/normalMosaic.frag', { varyings: Tree.texcoords2 });
mosaic = readShader('/showcase/sketches/shaders/Blending/colorBlender2.frag', { varyings: Tree.texcoords2 });
pics = [];
n = 31;
for(let i=1; i<n; i++) pics.push(loadImage(`/showcase/sketches/shaders/Photomosaic/dataset/${i}.jpg`));
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