lygia
/color
/space
/rgb2hsv
)Pass a color in RGB and get HSB color. From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
Use:
rgb2hsv(<vec3|vec4> color)
#ifndef HCV_EPSILON
#define HCV_EPSILON 1e-10
#endif
#ifndef FNC_RGB2HSV
#define FNC_RGB2HSV
vec3 rgb2hsv(const in vec3 c) {
vec4 K = vec4(0., -0.33333333333333333333, 0.6666666666666666666, -1.0);
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
return vec3(abs(q.z + (q.w - q.y) / (6. * d + HCV_EPSILON)),
d / (q.x + HCV_EPSILON),
q.x);
}
vec4 rgb2hsv(const in vec4 c) { return vec4(rgb2hsv(c.rgb), c.a); }
#endif
Use:
rgb2hsv(<float3|float4> color)
#ifndef FNC_RGB2HSV
#define FNC_RGB2HSV
float3 rgb2hsv(in float3 c) {
float4 K = float4(0.0, -0.33333333333333333333, 0.6666666666666666666, -1.);
float4 p = c.g < c.b ? float4(c.bg, K.wz) : float4(c.gb, K.xy);
float4 q = c.r < p.x ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6. * d + e)),
d / (q.x + e),
q.x );
}
float4 rgb2hsv(in float4 c) { return float4(rgb2hsv(c.rgb), c.a); }
#endif
Use:
rgb2hsv(<float3|float4> color)
#ifndef HCV_EPSILON
#define HCV_EPSILON 1e-10
#endif
#ifndef FNC_RGB2HSV
#define FNC_RGB2HSV
float3 rgb2hsv( float3 c) {
float4 K = float4(0., -0.33333333333333333333, 0.6666666666666666666, -1.0);
float4 p = c.g < c.b ? float4(c.bg, K.wz) : float4(c.gb, K.xy);
float4 q = c.r < p.x ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
return float3(abs(q.z + (q.w - q.y) / (6. * d + HCV_EPSILON)),
d / (q.x + HCV_EPSILON),
q.x);
}
float4 rgb2hsv( float4 c) { return float4(rgb2hsv(c.rgb), c.a); }
#endif
fn rgb2hsv(c: vec3f) -> vec3f {
let K = vec4f(0.0, -0.33333333333333333333, 0.6666666666666666666, -1.0);
let p = mix(vec4f(c.bg, K.wz), vec4f(c.gb, K.xy), step(c.b, c.g));
let q = mix(vec4f(p.xyw, c.r), vec4f(c.r, p.yzx), step(p.x, c.r));
let d = q.x - min(q.w, q.y);
let e = 1.0e-10;
return vec3f(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
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