lygia
/color
/space
/xyz2rgb
)Converts a XYZ color to linear RGB. From http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
Use:
xyz2rgb(<vec3|vec4> color)
#ifndef MAT_XYZ2RGB
#define MAT_XYZ2RGB
#ifdef CIE_D50
const mat3 XYZ2RGB = mat3(
3.1338561,-0.9787684, 0.0719453,
-1.6168667, 1.9161415,-0.2289914,
-0.4906146, 0.0334540, 1.4052427
);
#else
// CIE D65
const mat3 XYZ2RGB = mat3(
3.2404542,-0.9692660, 0.0556434,
-1.5371385, 1.8760108,-0.2040259,
-0.4985314, 0.0415560, 1.0572252
);
#endif
#endif
#ifndef FNC_XYZ2RGB
#define FNC_XYZ2RGB
vec3 xyz2rgb(const in vec3 xyz) { return XYZ2RGB * (xyz * 0.01); }
vec4 xyz2rgb(const in vec4 xyz) { return vec4(xyz2rgb(xyz.rgb), xyz.a); }
#endif
Use:
xyz2rgb(<float3|float4> color)
#ifndef MAT_XYZ2RGB
#define MAT_XYZ2RGB
#ifdef CIE_D50
static const float3x3 XYZ2RGB = float3x3(
3.1338561,-0.9787684, 0.0719453,
-1.6168667, 1.9161415,-0.2289914,
-0.4906146, 0.0334540, 1.4052427
);
#else
// CIE D65
static const float3x3 XYZ2RGB = float3x3(
3.2404542,-0.9692660, 0.0556434,
-1.5371385, 1.8760108,-0.2040259,
-0.4985314, 0.0415560, 1.0572252
);
#endif
#endif
#ifndef FNC_XYZ2RGB
#define FNC_XYZ2RGB
float3 xyz2rgb(float3 xyz) { return mul(XYZ2RGB, xyz * 0.01); }
float4 xyz2rgb(float4 xyz) { return float4(xyz2rgb(xyz.rgb), xyz.a); }
#endif
Use:
xyz2rgb(<float3|float4> color)
#ifndef MAT_XYZ2RGB
#define MAT_XYZ2RGB
#ifdef CIE_D50
constant matrix<float, 3, 3> XYZ2RGB = matrix<float, 3, 3>(
3.1338561,-0.9787684, 0.0719453,
-1.6168667, 1.9161415,-0.2289914,
-0.4906146, 0.0334540, 1.4052427
);
#else
// CIE D65
constant matrix<float, 3, 3> XYZ2RGB = matrix<float, 3, 3>(
3.2404542,-0.9692660, 0.0556434,
-1.5371385, 1.8760108,-0.2040259,
-0.4985314, 0.0415560, 1.0572252
);
#endif
#endif
#ifndef FNC_XYZ2RGB
#define FNC_XYZ2RGB
float3 xyz2rgb( float3 xyz) { return XYZ2RGB * (xyz * 0.01); }
float4 xyz2rgb( float4 xyz) { return float4(xyz2rgb(xyz.rgb), xyz.a); }
#endif
const XYZ2RGB = mat3x3<f32>( vec3f( 3.2404542, -0.9692660, 0.0556434),
vec3f(-1.5371385, 1.8760108, -0.2040259),
vec3f(-0.4985314, 0.0415560, 1.0572252) );
fn xyz2rgb(xyz: vec3f) -> vec3f { return XYZ2RGB * (xyz * 0.01); }
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