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| import bpy | |
| import gpu | |
| from gpu_extras.batch import batch_for_shader | |
| VERT_SHADER = """ | |
| uniform mat4 ModelViewProjectionMatrix; | |
| in vec2 texCoord; | |
| in vec3 position; | |
| out vec3 pos; | |
| out vec2 texCoord_interp; | |
| void main() { | |
| pos = position; | |
| gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0); | |
| texCoord_interp = texCoord; | |
| } | |
| """ | |
| FRAG_SHADER = """ | |
| in vec3 pos; | |
| in vec2 texCoord_interp; | |
| out vec4 FragColor; | |
| vec3 hsv2rgb(vec3 c) { | |
| vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); | |
| vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
| return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
| } | |
| vec3 srgb_to_linear(vec3 x) { | |
| bvec3 cutoff = lessThanEqual(x, vec3(0.04045)); | |
| vec3 lower = x / 12.92; | |
| vec3 higher = pow((x + 0.055) / 1.055, vec3(2.4)); | |
| return mix(higher, lower, cutoff); | |
| } | |
| void main() { | |
| vec2 coord = texCoord_interp; // 0 to 1 | |
| coord = coord * 2.0 - 1.0; // -1 to 1 | |
| float r = length(coord); | |
| if (r > 1.0) { | |
| FragColor = vec4(0.0); | |
| return; | |
| } | |
| float angle = atan(coord.y, coord.x); | |
| float hue = angle / (2.0 * 3.14) + 0.5; | |
| float saturation = r; | |
| float value = 1; // 0.0 to 1.0 | |
| vec3 hsv = hsv2rgb(vec3(hue, saturation, value)); | |
| vec3 linear = srgb_to_linear(hsv); | |
| FragColor = vec4(linear, 1.0); | |
| } | |
| """ | |
| shader = gpu.types.GPUShader(VERT_SHADER, FRAG_SHADER) | |
| W, H = 1, 1 | |
| batch = batch_for_shader( | |
| shader, | |
| "TRIS", | |
| { | |
| "position": [(0, 0, 0), (0, H, 0), (W, H, 0), (W, H, 0), (W, 0, 0), (0, 0, 0)], | |
| "texCoord": ((0, 0), (0, 1), (1, 1), (1, 1), (1, 0), (0, 0)), | |
| }, | |
| ) | |
| def draw(): | |
| batch.draw(shader) | |
| bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW') |
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