// Colorspace Tools // ported from Asmodean's PsxFX Shader Suite v2.00 // NTSC color code from SimoneT // Jzazbz code from torridgristle // License: GPL v2+ /*------------------------------------------------------------------------------ [GAMMA CORRECTION CODE SECTION] ------------------------------------------------------------------------------*/ vec3 EncodeGamma(vec3 color, float gamma) { color = clamp(color, 0.0, 1.0); color.r = (color.r <= 0.0404482362771082) ? color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma); color.g = (color.g <= 0.0404482362771082) ? color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma); color.b = (color.b <= 0.0404482362771082) ? color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma); return color; } vec3 DecodeGamma(vec3 color, float gamma) { color = clamp(color, 0.0, 1.0); color.r = (color.r <= 0.00313066844250063) ? color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; color.g = (color.g <= 0.00313066844250063) ? color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; color.b = (color.b <= 0.00313066844250063) ? color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; return color; } #ifdef GAMMA_CORRECTION vec4 GammaPass(vec4 color, vec2 texcoord) { const float GammaConst = 2.233333; color.rgb = EncodeGamma(color.rgb, GammaConst); color.rgb = DecodeGamma(color.rgb, float(Gamma)); return color; } #endif // more gamma linearization algos vec3 linear_srgb(vec3 x) { #ifdef GAMMA_CORRECT // use slower, more accurate calculation return mix(1.055*pow(x, vec3(1./2.4)) - 0.055, 12.92*x, step(x,vec3(0.0031308))); #else // use faster, less accurate calculation return pow(x,vec3(1.0/2.2)); #endif } vec3 srgb_linear(vec3 x) { #ifdef GAMMA_CORRECT return mix(pow((x + 0.055)/1.055,vec3(2.4)), x / 12.92, step(x,vec3(0.04045))); #else return pow(x,vec3(2.2)); #endif } vec3 linear_to_sRGB(vec3 color, float gamma){ color = clamp(color, 0.0, 1.0); color.r = (color.r <= 0.00313066844250063) ? color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; color.g = (color.g <= 0.00313066844250063) ? color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; color.b = (color.b <= 0.00313066844250063) ? color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; return color.rgb; } vec3 sRGB_to_linear(vec3 color, float gamma){ color = clamp(color, 0.0, 1.0); color.r = (color.r <= 0.04045) ? color.r / 12.92 : pow((color.r + 0.055) / (1.055), gamma); color.g = (color.g <= 0.04045) ? color.g / 12.92 : pow((color.g + 0.055) / (1.055), gamma); color.b = (color.b <= 0.04045) ? color.b / 12.92 : pow((color.b + 0.055) / (1.055), gamma); return color.rgb; } //Conversion matrices vec3 RGBtoXYZ(vec3 RGB) { const mat3x3 m = mat3x3( 0.6068909, 0.1735011, 0.2003480, 0.2989164, 0.5865990, 0.1144845, 0.0000000, 0.0660957, 1.1162243); return RGB * m; } vec3 XYZtoRGB(vec3 XYZ) { const mat3x3 m = mat3x3( 1.9099961, -0.5324542, -0.2882091, -0.9846663, 1.9991710, -0.0283082, 0.0583056, -0.1183781, 0.8975535); return XYZ * m; } vec3 XYZtoSRGB(vec3 XYZ) { const mat3x3 m = mat3x3( 3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434,-0.2040259, 1.0572252); return XYZ * m; } vec3 RGBtoYUV(vec3 RGB) { const mat3x3 m = mat3x3( 0.2126, 0.7152, 0.0722, -0.09991,-0.33609, 0.436, 0.615, -0.55861, -0.05639); return RGB * m; } vec3 YUVtoRGB(vec3 YUV) { const mat3x3 m = mat3x3( 1.000, 0.000, 1.28033, 1.000,-0.21482,-0.38059, 1.000, 2.12798, 0.000); return YUV * m; } vec3 RGBtoYIQ(vec3 RGB) { const mat3x3 m = mat3x3( 0.2989, 0.5870, 0.1140, 0.5959, -0.2744, -0.3216, 0.2115, -0.5229, 0.3114); return RGB * m; } vec3 YIQtoRGB(vec3 YIQ) { const mat3x3 m = mat3x3( 1.0, 0.956, 0.6210, 1.0, -0.2720, -0.6474, 1.0, -1.1060, 1.7046); return YIQ * m; } vec3 XYZtoYxy(vec3 XYZ) { float w = (XYZ.r + XYZ.g + XYZ.b); vec3 Yxy; Yxy.r = XYZ.g; Yxy.g = XYZ.r / w; Yxy.b = XYZ.g / w; return Yxy; } vec3 YxytoXYZ(vec3 Yxy) { vec3 XYZ; XYZ.g = Yxy.r; XYZ.r = Yxy.r * Yxy.g / Yxy.b; XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b; return XYZ; } // RGB <-> CMYK conversions require 4 channels vec4 RGBtoCMYK(vec3 RGB){ float Red = RGB.r; float Green = RGB.g; float Blue = RGB.b; float Black = min(1.0 - Red, min(1.0 - Green, 1.0 - Blue)); float Cyan = (1.0 - Red - Black) / (1.0 - Black); float Magenta = (1.0 - Green - Black) / (1.0 - Black); float Yellow = (1.0 - Blue - Black) / (1.0 - Black); return vec4(Cyan, Magenta, Yellow, Black); } vec3 CMYKtoRGB(vec4 CMYK){ float Cyan = CMYK.x; float Magenta = CMYK.y; float Yellow = CMYK.z; float Black = CMYK.w; float Red = 1.0 - min(1.0, Cyan * (1.0 - Black) + Black); float Green = 1.0 - min(1.0, Magenta * (1.0 - Black) + Black); float Blue = 1.0 - min(1.0, Yellow * (1.0 - Black) + Black); return vec3(Red, Green, Blue); } // Converting pure hue to RGB vec3 HUEtoRGB(float H) { float R = abs(H * 6.0 - 3.0) - 1.0; float G = 2.0 - abs(H * 6.0 - 2.0); float B = 2.0 - abs(H * 6.0 - 4.0); return clamp(vec3(R, G, B), 0.0, 1.0); } // Converting RGB to hue/chroma/value vec3 RGBtoHCV(vec3 RGB) { vec4 BG = vec4(RGB.bg,-1.0, 2.0 / 3.0); vec4 GB = vec4(RGB.gb, 0.0,-1.0 / 3.0); vec4 P = (RGB.g < RGB.b) ? BG : GB; vec4 XY = vec4(P.xyw, RGB.r); vec4 YZ = vec4(RGB.r, P.yzx); vec4 Q = (RGB.r < P.x) ? XY : YZ; float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6.0 * C + 1e-10) + Q.z); return vec3(H, C, Q.x); } vec3 RGBtoHSV(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 HSVtoRGB(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); } // conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ vec3 NTSC(vec3 c) { vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding return RGBtoXYZ(v); } // conversion from XYZ to sRGB Reference White D65 ( color space used by windows ) vec3 sRGB(vec3 c) { vec3 v = XYZtoSRGB(c); v = DecodeGamma(v, 2.4); //Companding return v; } // NTSC RGB to sRGB vec3 NTSCtoSRGB( vec3 c ) { return sRGB(NTSC( c )); } const float Pi = 3.1415926535897932384626433832795; // --- Reference White Values --- //{ const vec3 D50 = vec3(0.9642, 1.0000, 0.8251); const vec3 D55 = vec3(0.9568, 1.0000, 0.9214); const vec3 D65 = vec3(0.9504, 1.0000, 1.0888); //D9000 apparently isn't a real standard so here's the CCT daylight calculation result const vec3 D9000 = vec3(0.9520, 1.0000, 1.3661); //D9300 apparently isn't a real standard so here's the CCT daylight calculation result const vec3 D9300 = vec3(0.95271,1.00000,1.39177); //Various CRT monitors, Duv describes distance from the blackbody curve. The smaller it is, the closer to "white" it is. +/- 0.006 is recommended by ANSI and EnergyStar. //NEC Multisync C400, claims 9300K but it isn't const vec3 D9000NEC = vec3(0.88889,1.00000,1.28571);//8890K, 0.0139 Duv //KDS VS19 const vec3 D9000KDS = vec3(0.90354,1.00000,1.31190);//8939K, 0.0114 Duv //} // --- sRGB --- // vec3 XYZ_to_sRGB(vec3 x) { x = x * mat3x3( 3.2404542, -1.5371385, -0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434, -0.2040259, 1.0572252 ); x = mix(1.055*pow(x, vec3(1./2.4)) - 0.055, 12.92*x, step(x,vec3(0.0031308))); return x; } vec3 sRGB_to_XYZ(vec3 x) { x = mix(pow((x + 0.055)/1.055,vec3(2.4)), x / 12.92, step(x,vec3(0.04045))); x = x * mat3x3( 0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041 ); return x; } // --- Jzazbz --- //{ vec3 XYZ_to_Jzazbz(vec3 XYZ) { float b = 1.15; float g = 0.66; vec3 XYZprime = XYZ; XYZprime.x = XYZ.x * b - (b - 1) * XYZ.z; XYZprime.y = XYZ.y * g - (g - 1) * XYZ.x; XYZprime.z = XYZ.z; vec3 LMS = XYZprime * mat3x3(0.41478972, 0.579999, 0.0146480, -0.2015100, 1.120649, 0.0531008, -0.0166008, 0.264800, 0.6684799); float c1 = 3424 / pow(2.0,12.0); float c2 = 2413 / pow(2.0,7.0); float c3 = 2392 / pow(2.0,7.0); float n = 2610 / pow(2.0,14.0); float p = 1.7 * 2523 / pow(2.0,5.0); vec3 LMSprime = pow((c1 + c2 * pow(LMS/10000,vec3(n)))/(1 + c3 * pow(LMS/10000,vec3(n))),vec3(p)); vec3 Izazbz = LMSprime * mat3x3(0.5, 0.5, 0.0, 3.524000, -4.066708, 0.542708, 0.199076, 1.096799, -1.295875); float d = -0.56; float d0 = 1.6295499532821566 * pow(10.0,-11.0); vec3 Jzazbz = Izazbz; Jzazbz.x = ((1 + d) * Izazbz.x)/(1 + d * Izazbz.x) - d0; return Jzazbz; } vec3 Jzazbz_to_JzCzhz(vec3 Jzazbz) { float Cz = sqrt(Jzazbz.y*Jzazbz.y + Jzazbz.z*Jzazbz.z); float hz = atan(Jzazbz.z,Jzazbz.y); vec3 JzCzhz = vec3(Jzazbz.x,Cz,hz); return JzCzhz; } vec3 JzCzhz_Normalize(vec3 JzCzhz) { JzCzhz.x = JzCzhz.x*56.91964; JzCzhz.y = JzCzhz.y*40.05235; JzCzhz.z = (JzCzhz.z+2.761)/5.522; //-2.6274509803921568627450980392157 //2.760784313725490196078431372549 //Assume 2.761 both ways so +2.761 then / 5.522 return JzCzhz; } vec3 JzCzhz_Denormalize(vec3 JzCzhz) { JzCzhz.x = JzCzhz.x/56.91964; JzCzhz.y = JzCzhz.y/40.05235; JzCzhz.z = JzCzhz.z * 5.522 - 2.761; return JzCzhz; } vec3 JzCzhz_to_Jzazbz(vec3 JzCzhz) { vec3 Jzazbz = vec3(JzCzhz.x,JzCzhz.y*cos(JzCzhz.z),JzCzhz.y*sin(JzCzhz.z));; return Jzazbz; } vec3 Jzazbz_to_XYZ(vec3 Jzazbz) { float d0 = 1.6295499532821566 * pow(10.0,-11.0); float d = -0.56; float Iz = (Jzazbz.x + d0) / (1 + d - d * (Jzazbz.x + d0)); vec3 Izazbz = vec3(Iz,Jzazbz.y,Jzazbz.z); vec3 LMSprime = Izazbz * mat3x3(1.0, 0.138605043271539, 0.0580473161561189, 1.0, -0.138605043271539, -0.0580473161561189, 1.0, -0.0960192420263189, -0.811891896056039); float c1 = 3424 / pow(2.0,12.0); float c2 = 2413 / pow(2.0,7.0); float c3 = 2392 / pow(2.0,7.0); float n = 2610 / pow(2.0,14.0); float p = 1.7 * 2523 / pow(2.0,5.0); vec3 LMS = 10000 * pow((c1 - pow(LMSprime,vec3(1.0/p)))/(c3 * pow(LMSprime,vec3(1.0/p)) - c2),vec3(1.0/n)); vec3 XYZprime = LMS * mat3x3(1.92422643578761, -1.00479231259537, 0.037651404030618, 0.350316762094999, 0.726481193931655, -0.065384422948085, -0.0909828109828476, -0.312728290523074, 1.52276656130526); float b = 1.15; float g = 0.66; vec3 XYZ = XYZprime; XYZ.x = (XYZprime.x + (b - 1.0) * XYZprime.z) / b; XYZ.y = (XYZprime.y + (g - 1.0) * XYZ.x) / g; XYZ.z = XYZprime.z; return XYZ; }