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GLSL Color Coversions
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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); | |
} |
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vec3 rgb2hsl(vec3 color) { | |
vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part) | |
float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB | |
float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB | |
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; | |
} |
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vec3 rgb2hsv(vec3 rgb) { | |
float Cmax = max(rgb.r, max(rgb.g, rgb.b)); | |
float Cmin = min(rgb.r, min(rgb.g, rgb.b)); | |
float delta = Cmax - Cmin; | |
vec3 hsv = vec3(0., 0., Cmax); | |
if (Cmax > Cmin) { | |
hsv.y = delta / Cmax; | |
if (rgb.r == Cmax) | |
hsv.x = (rgb.g - rgb.b) / delta; | |
else { | |
if (rgb.g == Cmax) | |
hsv.x = 2. + (rgb.b - rgb.r) / delta; | |
else | |
hsv.x = 4. + (rgb.r - rgb.g) / delta; | |
} | |
hsv.x = fract(hsv.x / 6.); | |
} | |
return hsv; | |
} |
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