Simplify & document RGB->HSL conversion
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@@ -43,24 +43,44 @@ varying vec2 v_texCoord;
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// Branchless color conversions based on code from:
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// http://www.chilliant.com/rgb2hsv.html by Ian Taylor
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// Based in part on work by Sam Hocevar and Emil Persson
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// See also: https://en.wikipedia.org/wiki/HSL_and_HSV#Formal_derivation
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// Smaller values can cause problems with "color" and "brightness" effects on some mobile devices
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const float kEpsilon = 1e-4;
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vec3 convertRGB2HCV(vec3 rgb)
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{
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vec4 p = (rgb.g < rgb.b) ? vec4(rgb.bg, -1, 2.0/3.0) : vec4(rgb.gb, 0, -1.0/3.0);
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vec4 q = (rgb.r < p.x) ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx);
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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 + kEpsilon) + q.z);
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return vec3(h, c, q.x);
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}
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// Convert an RGB color to Hue, Saturation, and Lightness.
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// All components of input and output are expected to be in the [0,1] range.
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vec3 convertRGB2HSL(vec3 rgb)
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{
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vec3 hcv = convertRGB2HCV(rgb);
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float l = hcv.z - hcv.y * 0.5;
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float s = hcv.y / (1.0 - abs(l * 2.0 - 1.0) + kEpsilon);
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return vec3(hcv.x, s, l);
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// Hue calculation has 3 cases, depending on which RGB component is largest, and one of those cases involves a "mod"
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// operation. In order to avoid that "mod" we split the M==R case in two: one for G<B and one for B>G. The B>G case
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// will be calculated in the negative and fed through abs() in the hue calculation at the end.
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// See also: https://en.wikipedia.org/wiki/HSL_and_HSV#Hue_and_chroma
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const vec4 hueOffsets = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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// temp1.xy = sort B & G (largest first)
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// temp1.z = the hue offset we'll use if it turns out that R is the largest component (M==R)
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// temp1.w = the hue offset we'll use if it turns out that R is not the largest component (M==G or M==B)
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vec4 temp1 = rgb.b > rgb.g ? vec4(rgb.bg, hueOffsets.wz) : vec4(rgb.gb, hueOffsets.xy);
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// temp2.x = the largest component of RGB ("M" / "Max")
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// temp2.yw = the smaller components of RGB, ordered for the hue calculation (not necessarily sorted by magnitude!)
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// temp2.z = the hue offset we'll use in the hue calculation
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vec4 temp2 = rgb.r > temp1.x ? vec4(rgb.r, temp1.yzx) : vec4(temp1.xyw, rgb.r);
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// m = the smallest component of RGB ("min")
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float m = min(temp2.y, temp2.w);
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// Chroma = M - m
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float C = temp2.x - m;
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// Lightness = 1/2 * (M + m)
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float L = 0.5 * (temp2.x + m);
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return vec3(
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abs(temp2.z + (temp2.w - temp2.y) / (6.0 * C + kEpsilon)), // Hue
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C / (1.0 - abs(2.0 * L - 1.0) + kEpsilon), // Saturation
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L); // Lightness
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}
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vec3 convertHue2RGB(float hue)
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