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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
Update colorspace-tools.h
add some basic grayscale / luma conversions, fix up some style inconsistencies and add some informational comments about some of the color spaces.
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bc2141a6fa
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ea8683bc61
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@ -64,8 +64,8 @@ vec3 srgb_linear(vec3 x) {
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#endif
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#endif
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}
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}
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vec3 linear_to_sRGB(vec3 color, float gamma){
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vec3 linear_to_sRGB(vec3 color, float gamma)
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{
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color = clamp(color, 0.0, 1.0);
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color = clamp(color, 0.0, 1.0);
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color.r = (color.r <= 0.00313066844250063) ?
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color.r = (color.r <= 0.00313066844250063) ?
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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@ -77,8 +77,8 @@ vec3 linear_to_sRGB(vec3 color, float gamma){
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return color.rgb;
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return color.rgb;
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}
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}
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vec3 sRGB_to_linear(vec3 color, float gamma){
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vec3 sRGB_to_linear(vec3 color, float gamma)
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{
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color = clamp(color, 0.0, 1.0);
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color = clamp(color, 0.0, 1.0);
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color.r = (color.r <= 0.04045) ?
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color.r = (color.r <= 0.04045) ?
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color.r / 12.92 : pow((color.r + 0.055) / (1.055), gamma);
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color.r / 12.92 : pow((color.r + 0.055) / (1.055), gamma);
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@ -90,14 +90,53 @@ vec3 sRGB_to_linear(vec3 color, float gamma){
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return color.rgb;
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return color.rgb;
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}
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}
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//Conversion matrices
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/*------------------------------------------------------------------------------
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[RGB TO GRAYSCALE / LUMA CODE SECTION]
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------------------------------------------------------------------------------*/
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// if you're already in linear gamma, definitely use this one ( Y = 0.2126R + 0.7152G + 0.0722B )
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// the Rec. 709 spec uses these same coefficients but with gamma-compressed components ( Y' = 0.2126R' + 0.7152G' + 0.0722B' )
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float luma(vec3 color)
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{
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return dot(color, vec3(0.2126, 0.7152, 0.0722));
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}
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// for digital formats following CCIR 601 (that is, most digital standard def formats)
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// expects gamma-compressed components and doesn't look very good
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// ( Y' = 0.299R' + 0.587G' + 0.114B' )
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float luma_CCIR601(vec3 color)
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{
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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// SMPTE 240M; used by some transitional 1035i HDTV signals. Expects gamma-compressed components
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// ( Y' = 0.212R' + 0.701G' + 0.087B' )
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float luma_240M(vec3 color)
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{
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return dot(color, vec3(0.212, 0.701, 0.087));
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}
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// Same as Rec. 709 but with quick-and-dirty gamma linearization added on top
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float luma_gamma(vec3 color)
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{
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color = color * color;
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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return sqrt(luma);
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}
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/*------------------------------------------------------------------------------
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[COLORSPACE CONVERSION CODE SECTION]
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------------------------------------------------------------------------------*/
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/* XYZ color space is a device-invariant representation that encompasses all color sensations that are visible to a person
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with average eyesight. Y is the luminance, Z is quasi-equal to blue and X is a mix of the three CIE RGB curves chosen to be non-negative */
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vec3 RGBtoXYZ(vec3 RGB)
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vec3 RGBtoXYZ(vec3 RGB)
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{
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{
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const mat3x3 m = mat3x3(
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const mat3x3 m = mat3x3(
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0.6068909, 0.1735011, 0.2003480,
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0.6068909, 0.1735011, 0.2003480,
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0.2989164, 0.5865990, 0.1144845,
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0.2989164, 0.5865990, 0.1144845,
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0.0000000, 0.0660957, 1.1162243);
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0.0000000, 0.0660957, 1.1162243);
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return RGB * m;
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return RGB * m;
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}
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}
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@ -107,7 +146,6 @@ vec3 XYZtoRGB(vec3 XYZ)
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1.9099961, -0.5324542, -0.2882091,
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1.9099961, -0.5324542, -0.2882091,
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-0.9846663, 1.9991710, -0.0283082,
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-0.9846663, 1.9991710, -0.0283082,
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0.0583056, -0.1183781, 0.8975535);
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0.0583056, -0.1183781, 0.8975535);
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return XYZ * m;
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return XYZ * m;
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}
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}
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@ -117,17 +155,20 @@ vec3 XYZtoSRGB(vec3 XYZ)
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3.2404542,-1.5371385,-0.4985314,
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3.2404542,-1.5371385,-0.4985314,
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-0.9692660, 1.8760108, 0.0415560,
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-0.9692660, 1.8760108, 0.0415560,
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0.0556434,-0.2040259, 1.0572252);
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0.0556434,-0.2040259, 1.0572252);
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return XYZ * m;
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return XYZ * m;
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}
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}
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/* YUV is a color space that takes human perception into account, allowing reduced bandwidth for chrominance components,
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as compared with a direct RGB representation. It includes a luminance component, Y, with nonlinear perceptual brightness,
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and two color components, U and V. This colorspace was used in the PAL color broadcast standard and is the counterpart to
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NTSC's YIQ colorspace. It is still commonly used to describe YCbCr signals. */
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vec3 RGBtoYUV(vec3 RGB)
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vec3 RGBtoYUV(vec3 RGB)
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{
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{
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const mat3x3 m = mat3x3(
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const mat3x3 m = mat3x3(
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0.2126, 0.7152, 0.0722,
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0.2126, 0.7152, 0.0722,
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-0.09991,-0.33609, 0.436,
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-0.09991,-0.33609, 0.436,
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0.615, -0.55861, -0.05639);
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0.615, -0.55861, -0.05639);
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return RGB * m;
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return RGB * m;
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}
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}
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@ -137,10 +178,13 @@ vec3 YUVtoRGB(vec3 YUV)
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1.000, 0.000, 1.28033,
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1.000, 0.000, 1.28033,
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1.000,-0.21482,-0.38059,
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1.000,-0.21482,-0.38059,
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1.000, 2.12798, 0.000);
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1.000, 2.12798, 0.000);
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return YUV * m;
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return YUV * m;
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}
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}
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/* YIQ is the color space used for analog NTSC color broadcasts, whereby Y stands for luma, I stands for in-phase and
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Q stands for quadrature, referring to the components used in quadrature amplitude modulation. The IQ axes exist on the
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same plane as the UV axes from the YUV color space, just rotated 33 degrees. */
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vec3 RGBtoYIQ(vec3 RGB)
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vec3 RGBtoYIQ(vec3 RGB)
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{
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{
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const mat3x3 m = mat3x3(
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const mat3x3 m = mat3x3(
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@ -180,6 +224,10 @@ vec3 YxytoXYZ(vec3 Yxy)
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return XYZ;
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return XYZ;
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}
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}
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/* CMYK--aka process color or four color--is a subtractive color model based on the CMY color model that is
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used in color printing and to describe the printing process itself. C is for Cyan, M is for Magenta, Y is for
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Yellow and K is for 'key' or black. */
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// RGB <-> CMYK conversions require 4 channels
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// RGB <-> CMYK conversions require 4 channels
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vec4 RGBtoCMYK(vec3 RGB){
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vec4 RGBtoCMYK(vec3 RGB){
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float Red = RGB.r;
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float Red = RGB.r;
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@ -291,20 +339,27 @@ const vec3 D9000KDS = vec3(0.90354,1.00000,1.31190);//8939K, 0.0114 Duv
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//}
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//}
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// --- sRGB --- //
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// --- sRGB --- //
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vec3 XYZ_to_sRGB(vec3 x) {
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vec3 XYZ_to_sRGB(vec3 x)
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{
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x = x * mat3x3( 3.2404542, -1.5371385, -0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434, -0.2040259, 1.0572252 );
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x = x * mat3x3( 3.2404542, -1.5371385, -0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434, -0.2040259, 1.0572252 );
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x = mix(1.055*pow(x, vec3(1./2.4)) - 0.055, 12.92*x, step(x,vec3(0.0031308)));
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x = mix(1.055*pow(x, vec3(1./2.4)) - 0.055, 12.92*x, step(x,vec3(0.0031308)));
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return x;
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return x;
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}
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}
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vec3 sRGB_to_XYZ(vec3 x) {
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vec3 sRGB_to_XYZ(vec3 x)
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{
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x = mix(pow((x + 0.055)/1.055,vec3(2.4)), x / 12.92, step(x,vec3(0.04045)));
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x = mix(pow((x + 0.055)/1.055,vec3(2.4)), x / 12.92, step(x,vec3(0.04045)));
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x = x * mat3x3( 0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041 );
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x = x * mat3x3( 0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041 );
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return x;
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return x;
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}
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}
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// --- Jzazbz --- //{
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/* Jzazbz is a color space designed for perceptual uniformity in high dynamic range (HDR) and wide color gamut (WCG) applications.
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vec3 XYZ_to_Jzazbz(vec3 XYZ) {
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It is conceptually similar to CIE Lab but is considered more "modern". As compared with Lab, perceptual color differences are
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predicted by Euclidean distance, it is more perceptually uniform and changes in saturation or lightness produce less shifts in hue
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(i.e., increased hue linearity). Jzazbz and JzCzhz are used by ImageMagick and not much else. */
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vec3 XYZ_to_Jzazbz(vec3 XYZ)
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{
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float b = 1.15;
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float b = 1.15;
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float g = 0.66;
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float g = 0.66;
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vec3 XYZprime = XYZ;
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vec3 XYZprime = XYZ;
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@ -326,14 +381,18 @@ vec3 XYZ_to_Jzazbz(vec3 XYZ) {
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return Jzazbz;
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return Jzazbz;
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}
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}
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vec3 Jzazbz_to_JzCzhz(vec3 Jzazbz) {
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/* The polar version of Jzazbz */
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vec3 Jzazbz_to_JzCzhz(vec3 Jzazbz)
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{
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float Cz = sqrt(Jzazbz.y*Jzazbz.y + Jzazbz.z*Jzazbz.z);
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float Cz = sqrt(Jzazbz.y*Jzazbz.y + Jzazbz.z*Jzazbz.z);
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float hz = atan(Jzazbz.z,Jzazbz.y);
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float hz = atan(Jzazbz.z,Jzazbz.y);
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vec3 JzCzhz = vec3(Jzazbz.x,Cz,hz);
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vec3 JzCzhz = vec3(Jzazbz.x,Cz,hz);
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return JzCzhz;
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return JzCzhz;
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}
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}
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vec3 JzCzhz_Normalize(vec3 JzCzhz) {
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vec3 JzCzhz_Normalize(vec3 JzCzhz)
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{
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JzCzhz.x = JzCzhz.x*56.91964;
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JzCzhz.x = JzCzhz.x*56.91964;
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JzCzhz.y = JzCzhz.y*40.05235;
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JzCzhz.y = JzCzhz.y*40.05235;
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JzCzhz.z = (JzCzhz.z+2.761)/5.522;
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JzCzhz.z = (JzCzhz.z+2.761)/5.522;
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@ -343,19 +402,22 @@ vec3 JzCzhz_Normalize(vec3 JzCzhz) {
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return JzCzhz;
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return JzCzhz;
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}
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}
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vec3 JzCzhz_Denormalize(vec3 JzCzhz) {
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vec3 JzCzhz_Denormalize(vec3 JzCzhz)
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{
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JzCzhz.x = JzCzhz.x/56.91964;
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JzCzhz.x = JzCzhz.x/56.91964;
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JzCzhz.y = JzCzhz.y/40.05235;
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JzCzhz.y = JzCzhz.y/40.05235;
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JzCzhz.z = JzCzhz.z * 5.522 - 2.761;
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JzCzhz.z = JzCzhz.z * 5.522 - 2.761;
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return JzCzhz;
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return JzCzhz;
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}
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}
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vec3 JzCzhz_to_Jzazbz(vec3 JzCzhz) {
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vec3 JzCzhz_to_Jzazbz(vec3 JzCzhz)
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{
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vec3 Jzazbz = vec3(JzCzhz.x,JzCzhz.y*cos(JzCzhz.z),JzCzhz.y*sin(JzCzhz.z));;
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vec3 Jzazbz = vec3(JzCzhz.x,JzCzhz.y*cos(JzCzhz.z),JzCzhz.y*sin(JzCzhz.z));;
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return Jzazbz;
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return Jzazbz;
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}
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}
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vec3 Jzazbz_to_XYZ(vec3 Jzazbz) {
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vec3 Jzazbz_to_XYZ(vec3 Jzazbz)
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{
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float d0 = 1.6295499532821566 * pow(10.0,-11.0);
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float d0 = 1.6295499532821566 * pow(10.0,-11.0);
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float d = -0.56;
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float d = -0.56;
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float Iz = (Jzazbz.x + d0) / (1 + d - d * (Jzazbz.x + d0));
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float Iz = (Jzazbz.x + d0) / (1 + d - d * (Jzazbz.x + d0));
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