LYGIA Shader Library

rgb2YPbPr (lygia/color/space/rgb2YPbPr)

Pass a color in RGB and get it in YPbPr from http://www.equasys.de/colorconversion.html

Use:

<vec3|vec4> rgb2YPbPr(<vec3|vec4> color)

Check it on Github


#ifndef MAT_RGB2PBPR
#define MAT_RGB2PBPR
#ifdef YPBPR_SDTV
const mat3 RGB2PBPR = mat3( 
    0.299, -0.169,  0.5,
    0.587, -0.331, -0.419,
    0.114,  0.5,   -0.081
);
#else
const mat3 RGB2PBPR = mat3( 
    0.2126, -0.1145721060573399,   0.5,
    0.7152, -0.3854278939426601,  -0.4541529083058166,
    0.0722,  0.5,                 -0.0458470916941834
);
#endif
#endif

#ifndef FNC_RGB2YPBPR
#define FNC_RGB2YPBPR
vec3 rgb2YPbPr(const in vec3 rgb) { return RGB2PBPR * rgb; }
vec4 rgb2YPbPr(const in vec4 rgb) { return vec4(rgb2YPbPr(rgb.rgb),rgb.a); }
#endif

Use:

<float3|float4> rgb2YPbPr(<float3|float4> color)

Check it on Github


#ifndef MAT_RGB2PBPR
#define MAT_RGB2PBPR
#ifdef YPBPR_SDTV
static const float3x3 RGB2PBPR = float3x3( 
    .299, -.169,  .5,
    .587, -.331, -.419,
    .114,  .5,   -.081
);
#else
static const float3x3 RGB2PBPR = float3x3( 
    0.2126, -0.1145721060573399,   0.5,
    0.7152, -0.3854278939426601,  -0.4541529083058166,
    0.0722,  0.5,                 -0.0458470916941834
);
#endif
#endif

#ifndef FNC_RGB2YPBPR
#define FNC_RGB2YPBPR
float3 rgb2YPbPr(in float3 rgb) { return mul(RGB2PBPR, rgb); }
float4 rgb2YPbPr(in float4 rgb) { return float4(rgb2YPbPr(rgb.rgb),rgb.a); }
#endif

Use:

<float3|float4> rgb2YPbPr(<float3|float4> color)

Check it on Github


#ifndef MAT_RGB2PBPR
#define MAT_RGB2PBPR
#ifdef YPBPR_SDTV
constant matrix<float, 3, 3> RGB2PBPR = matrix<float, 3, 3>( 
    0.299, -0.169,  0.5,
    0.587, -0.331, -0.419,
    0.114,  0.5,   -0.081
);
#else
constant matrix<float, 3, 3> RGB2PBPR = matrix<float, 3, 3>( 
    0.2126, -0.1145721060573399,   0.5,
    0.7152, -0.3854278939426601,  -0.4541529083058166,
    0.0722,  0.5,                 -0.0458470916941834
);
#endif
#endif

#ifndef FNC_RGB2YPBPR
#define FNC_RGB2YPBPR
float3 rgb2YPbPr( float3 rgb) { return RGB2PBPR * rgb; }
float4 rgb2YPbPr( float4 rgb) { return float4(rgb2YPbPr(rgb.rgb),rgb.a); }
#endif

Check it on Github


// #ifdef YPBPR_SDTV
// const RGB2YPBPR = mat3x3<f32>( 
//     vec3f(0.299, -0.169,  0.5),
//     vec3f(0.587, -0.331, -0.419),
//     vec3f(0.114,  0.5,   -0.081)
// );
// #else
const RGB2YPBPR = mat3x3<f32>( 
    vec3f(0.2126, -0.1145721060573399,   0.5),
    vec3f(0.7152, -0.3854278939426601,  -0.4541529083058166),
    vec3f(0.0722,  0.5,                 -0.0458470916941834)
);
// #endif

fn rgb2YPbPr(rgb: vec3f) -> vec3f { return RGB2YPBPR * rgb; }

Licenses

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

Get the latest news and releases

Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository