lygia
/color
/palette
/hue
)Physical Hue.
Ratio: * 1/3 = neon * 1/4 = refracted * 1/5+ = approximate white
Use:
<vec3> hue(<float> hue[, <float> ratio])
#ifndef FNC_PALETTE_HUE
#define FNC_PALETTE_HUE
vec3 hue(float x, float r) {
vec3 v = abs( mod(fract(1.0-x) + vec3(0.0,1.0,2.0) * r, 1.0) * 2.0 - 1.0);
return v*v*(3.0-2.0*v);
}
vec3 hue(float x) { return hue(x, 0.33333); }
#endif
Dependencies:
Use:
<float3> hue(<float> hue[, <float> ratio])
#ifndef FNC_PALETTE_HUE
#define FNC_PALETTE_HUE
float3 hue(float x, float r) {
float3 v = abs(mod(frac(1.0 - x) + float3(0.0, 1.0, 2.0) * r, 1.0) * 2.0 - 1.0);
return v * v * (3.0 - 2.0 * v);
}
#endif
Dependencies:
fn hue(x: f32, r: f32) -> vec3f {
let v = abs( mod3(x + vec3f(0.0,1.0,2.0) * r, vec3f(1.0)) * 2.0 - 1.0);
return v * v * (3.0 - 2.0 * v);
}
Dependencies:
Use:
<float3> hue(<float> hue[, <float> ratio])
#ifndef FNC_PALETTE_HUE
#define FNC_PALETTE_HUE
inline __host__ __device__ float3 hue(float _hue, float _ratio) {
return smoothstep( make_float3(0.0f), make_float3(1.0f),
abs( mod( _hue + make_float3(0.0f, 1.0f, 2.0f) * _ratio, 1.0f) * 2.0f - 1.0f));
}
inline __host__ __device__ float3 hue(float _hue) { return hue(_hue, 0.33333f); }
#endif
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