mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
228 lines
5.5 KiB
C
228 lines
5.5 KiB
C
// Colorspace Tools
|
|
// ported from Asmodean's PsxFX Shader Suite v2.00
|
|
// NTSC color code from SimoneT
|
|
// 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
|
|
|
|
//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 ));
|
|
}
|