lygia
/color
/palette
/spectral
/zucconi
)Spectral Colour Schemes. Convert visible wavelengths of light (400-700 nm) to RGB colours http://www.alanzucconi.com/?p=6703\">http://www.alanzucconi.com/?p=6703 Its faster version than spectral_zucconi6 advised for mobile applications. Read "Improving the Rainbow" for more information http://www.alanzucconi.com/?p=6703\">http://www.alanzucconi.com/?p=6703 Based on GPU Gems: https://developer.nvidia.com/sites/all/modules/custom/gpugems/books/GPUGems/gpugems_ch08.html But with values optimised to match as close as possible the visible spectrum Fits this: https://commons.wikimedia.org/wiki/File:Linear_visible_spectrum.svg With weighter MSE (RGB weights: 0.3, 0.59, 0.11)
Dependencies:
Use:
<vec3> spectral_zucconi(<float> x)
#ifndef FNC_SPECTRAL_ZUCCONI
#define FNC_SPECTRAL_ZUCCONI
vec3 spectral_zucconi(float x) {
const vec3 cs = vec3(3.54541723, 2.86670055, 2.29421995);
const vec3 xs = vec3(0.69548916, 0.49416934, 0.28269708);
const vec3 ys = vec3(0.02320775, 0.15936245, 0.53520021);
return bump ( cs * (x - xs), ys);
}
#endif
Dependencies:
Use:
<float3> spectral_zucconi(<float> x)
#ifndef FNC_SPECTRAL_ZUCCONI
#define FNC_SPECTRAL_ZUCCONI
float3 spectral_zucconi(float x) {
const float3 cs = float3(3.54541723, 2.86670055, 2.29421995);
const float3 xs = float3(0.69548916, 0.49416934, 0.28269708);
const float3 ys = float3(0.02320775, 0.15936245, 0.53520021);
return bump ( cs * (x - xs), ys);
}
#endif
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