LYGIA Shader Library

rgb2hsl (lygia/color/space/rgb2hsl)

Convert from linear RGB to HSL Based on work by Sam Hocevar and Emil Persson

Dependencies:

Use:

<vec3|vec4> rgb2hsl(<vec3|vec4> rgb)

Check it on Github



#ifndef HSL_EPSILON
#define HSL_EPSILON 1e-10
#endif

#ifndef FNC_RGB2HSL
#define FNC_RGB2HSL
vec3 rgb2hsl(const in vec3 rgb) {
    vec3 HCV = rgb2hcv(rgb);
    float L = HCV.z - HCV.y * 0.5;
    float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + HSL_EPSILON);
    return vec3(HCV.x, S, L);
}
vec4 rgb2hsl(const in vec4 rgb) { return vec4(rgb2hsl(rgb.xyz),rgb.a);}
#endif

Dependencies:

Use:

<float3|float4> rgb2hsl(<float3|float4> rgb)

Check it on Github



#ifndef HSL_EPSILON
#define HSL_EPSILON 1e-10
#endif

#ifndef FNC_RGB2HSL
#define FNC_RGB2HSL
float3 rgb2hsl(float3 rgb) {
    float3 HCV = rgb2hcv(rgb);
    float L = HCV.z - HCV.y * 0.5;
    float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + HSL_EPSILON);
    return float3(HCV.x, S, L);
}
float4 rgb2hsl(float4 rgb) { return float4(rgb2hsl(rgb.xyz),rgb.a);}
#endif

Dependencies:

Check it on Github


fn rgb2hsl(rgb: vec3f) -> vec3f {
    let HCV = rgb2hcv(rgb);
    let L = HCV.z - HCV.y * 0.5;
    let S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + 1e-10);
    return vec3f(HCV.x, S, L);
}

License

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