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@sakrist
Created October 22, 2012 11:10
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color conversion
lowp float RGBToL(lowp vec3 color)
{
lowp float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
lowp float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
return (fmax + fmin) / 2.0; // Luminance
}
lowp vec3 RGBToHSL(lowp vec3 color)
{
lowp vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
lowp float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
lowp float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
lowp float delta = fmax - fmin; //Delta RGB value
hsl.z = (fmax + fmin) / 2.0; // Luminance
if (delta == 0.0) //This is a gray, no chroma...
{
hsl.x = 0.0; // Hue
hsl.y = 0.0; // Saturation
}
else //Chromatic data...
{
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin); // Saturation
else
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hsl.x = deltaB - deltaG; // Hue
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
if (hsl.x < 0.0)
hsl.x += 1.0; // Hue
else if (hsl.x > 1.0)
hsl.x -= 1.0; // Hue
}
return hsl;
}
lowp float HueToRGB(lowp float f1, lowp float f2, lowp float hue)
{
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
lowp float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}
lowp vec3 HSLToRGB(lowp vec3 hsl)
{
lowp vec3 rgb;
if (hsl.y == 0.0)
rgb = vec3(hsl.z); // Luminance
else
{
lowp float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
lowp float f1 = 2.0 * hsl.z - f2;
rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
rgb.g = HueToRGB(f1, f2, hsl.x);
rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
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