mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
228 lines
5.5 KiB
C
228 lines
5.5 KiB
C
// Colorspace Tools
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// ported from Asmodean's PsxFX Shader Suite v2.00
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// NTSC color code from SimoneT
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// License: GPL v2+
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/*------------------------------------------------------------------------------
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[GAMMA CORRECTION CODE SECTION]
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------------------------------------------------------------------------------*/
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vec3 EncodeGamma(vec3 color, float gamma)
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{
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color = clamp(color, 0.0, 1.0);
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color.r = (color.r <= 0.0404482362771082) ?
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color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
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color.g = (color.g <= 0.0404482362771082) ?
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color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
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color.b = (color.b <= 0.0404482362771082) ?
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color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
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return color;
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}
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vec3 DecodeGamma(vec3 color, float gamma)
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{
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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 * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ?
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color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ?
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color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
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return color;
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}
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#ifdef GAMMA_CORRECTION
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vec4 GammaPass(vec4 color, vec2 texcoord)
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{
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const float GammaConst = 2.233333;
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color.rgb = EncodeGamma(color.rgb, GammaConst);
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color.rgb = DecodeGamma(color.rgb, float(Gamma));
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return color;
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}
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#endif
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//Conversion matrices
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vec3 RGBtoXYZ(vec3 RGB)
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{
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const mat3x3 m = mat3x3(
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0.6068909, 0.1735011, 0.2003480,
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0.2989164, 0.5865990, 0.1144845,
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0.0000000, 0.0660957, 1.1162243);
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return RGB * m;
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}
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vec3 XYZtoRGB(vec3 XYZ)
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{
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const mat3x3 m = mat3x3(
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1.9099961, -0.5324542, -0.2882091,
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-0.9846663, 1.9991710, -0.0283082,
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0.0583056, -0.1183781, 0.8975535);
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return XYZ * m;
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}
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vec3 XYZtoSRGB(vec3 XYZ)
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{
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const mat3x3 m = mat3x3(
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3.2404542,-1.5371385,-0.4985314,
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-0.9692660, 1.8760108, 0.0415560,
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0.0556434,-0.2040259, 1.0572252);
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return XYZ * m;
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}
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vec3 RGBtoYUV(vec3 RGB)
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{
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const mat3x3 m = mat3x3(
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0.2126, 0.7152, 0.0722,
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-0.09991,-0.33609, 0.436,
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0.615, -0.55861, -0.05639);
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return RGB * m;
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}
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vec3 YUVtoRGB(vec3 YUV)
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{
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const mat3x3 m = mat3x3(
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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, 2.12798, 0.000);
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return YUV * m;
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}
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vec3 RGBtoYIQ(vec3 RGB)
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{
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const mat3x3 m = mat3x3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114);
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return RGB * m;
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}
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vec3 YIQtoRGB(vec3 YIQ)
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{
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const mat3x3 m = mat3x3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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return YIQ * m;
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}
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vec3 XYZtoYxy(vec3 XYZ)
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{
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float w = (XYZ.r + XYZ.g + XYZ.b);
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vec3 Yxy;
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Yxy.r = XYZ.g;
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Yxy.g = XYZ.r / w;
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Yxy.b = XYZ.g / w;
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return Yxy;
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}
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vec3 YxytoXYZ(vec3 Yxy)
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{
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vec3 XYZ;
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XYZ.g = Yxy.r;
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XYZ.r = Yxy.r * Yxy.g / Yxy.b;
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XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;
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return XYZ;
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}
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// RGB <-> CMYK conversions require 4 channels
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vec4 RGBtoCMYK(vec3 RGB){
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float Red = RGB.r;
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float Green = RGB.g;
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float Blue = RGB.b;
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float Black = min(1.0 - Red, min(1.0 - Green, 1.0 - Blue));
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float Cyan = (1.0 - Red - Black) / (1.0 - Black);
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float Magenta = (1.0 - Green - Black) / (1.0 - Black);
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float Yellow = (1.0 - Blue - Black) / (1.0 - Black);
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return vec4(Cyan, Magenta, Yellow, Black);
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}
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vec3 CMYKtoRGB(vec4 CMYK){
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float Cyan = CMYK.x;
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float Magenta = CMYK.y;
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float Yellow = CMYK.z;
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float Black = CMYK.w;
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float Red = 1.0 - min(1.0, Cyan * (1.0 - Black) + Black);
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float Green = 1.0 - min(1.0, Magenta * (1.0 - Black) + Black);
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float Blue = 1.0 - min(1.0, Yellow * (1.0 - Black) + Black);
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return vec3(Red, Green, Blue);
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}
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// Converting pure hue to RGB
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vec3 HUEtoRGB(float H)
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{
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float R = abs(H * 6.0 - 3.0) - 1.0;
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float G = 2.0 - abs(H * 6.0 - 2.0);
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float B = 2.0 - abs(H * 6.0 - 4.0);
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return clamp(vec3(R, G, B), 0.0, 1.0);
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}
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// Converting RGB to hue/chroma/value
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vec3 RGBtoHCV(vec3 RGB)
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{
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vec4 BG = vec4(RGB.bg,-1.0, 2.0 / 3.0);
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vec4 GB = vec4(RGB.gb, 0.0,-1.0 / 3.0);
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vec4 P = (RGB.g < RGB.b) ? BG : GB;
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vec4 XY = vec4(P.xyw, RGB.r);
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vec4 YZ = vec4(RGB.r, P.yzx);
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vec4 Q = (RGB.r < P.x) ? XY : YZ;
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float C = Q.x - min(Q.w, Q.y);
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float H = abs((Q.w - Q.y) / (6.0 * C + 1e-10) + Q.z);
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return vec3(H, C, Q.x);
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}
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vec3 RGBtoHSV(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 HSVtoRGB(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
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vec3 NTSC(vec3 c)
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{
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vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
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return RGBtoXYZ(v);
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}
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// conversion from XYZ to sRGB Reference White D65 ( color space used by windows )
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vec3 sRGB(vec3 c)
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{
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vec3 v = XYZtoSRGB(c);
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v = DecodeGamma(v, 2.4); //Companding
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return v;
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}
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// NTSC RGB to sRGB
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vec3 NTSCtoSRGB( vec3 c )
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{
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return sRGB(NTSC( c ));
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}
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