LYGIA Shader Library

debug (lygia/color/tonemap/debug)

Converts the input HDR RGB color into one of 16 debug colors that represent the pixel's exposure. When the output is cyan, the input color represents middle gray (18% exposure). Every exposure stop above or below middle gray causes a color shift.

The relationship between exposures and colors is:

-5EV - black -4EV - darkest blue -3EV - darker blue -2EV - dark blue -1EV - blue OEV - cyan +1EV - dark green +2EV - green +3EV - yellow +4EV - yellow-orange +5EV - orange +6EV - bright red +7EV - red +8EV - magenta +9EV - purple +10EV - white

Dependencies:

Use:

<vec3|vec4> tonemapDebug(<vec3|vec4> x)

Check it on Github



#ifndef FNC_TONEMAPDEBUG
#define FNC_TONEMAPDEBUG

#if !defined(PLATFORM_RPI) && !defined(PLATFORM_WEBGL)
vec3 tonemapDebug(const vec3 x) {

    // 16 debug colors + 1 duplicated at the end for easy indexing
    vec3 debugColors[17];
    debugColors[0] = vec3(0.0, 0.0, 0.0);         // black
    debugColors[1] = vec3(0.0, 0.0, 0.1647);      // darkest blue
    debugColors[2] = vec3(0.0, 0.0, 0.3647);      // darker blue
    debugColors[3] = vec3(0.0, 0.0, 0.6647);      // dark blue
    debugColors[4] = vec3(0.0, 0.0, 0.9647);      // blue
    debugColors[5] = vec3(0.0, 0.9255, 0.9255);   // cyan
    debugColors[6] = vec3(0.0, 0.5647, 0.0);      // dark green
    debugColors[7] = vec3(0.0, 0.7843, 0.0);      // green
    debugColors[8] = vec3(1.0, 1.0, 0.0);         // yellow
    debugColors[9] = vec3(0.90588, 0.75294, 0.0); // yellow-orange
    debugColors[10] = vec3(1.0, 0.5647, 0.0);      // orange
    debugColors[11] = vec3(1.0, 0.0, 0.0);         // bright red
    debugColors[12] = vec3(0.8392, 0.0, 0.0);      // red
    debugColors[13] = vec3(1.0, 0.0, 1.0);         // magenta
    debugColors[14] = vec3(0.6, 0.3333, 0.7882);   // purple
    debugColors[15] = vec3(1.0, 1.0, 1.0);         // white
    debugColors[16] = vec3(1.0, 1.0, 1.0);         // white

    // The 5th color in the array (cyan) represents middle gray (18%)
    // Every stop above or below middle gray causes a color shift
    float v = log2(luminance(x) / 0.18);
    v = clamp(v + 5.0, 0.0, 15.0);
    int index = int(v);
    return mix(debugColors[index], debugColors[index + 1], v - float(index));
}
vec4 tonemapDebug(const vec4 x) { return vec4(tonemapDebug(x.rgb), x.a); }
#endif

#endif

Dependencies:

Use:

<float3|float4> tonemapDebug(<float3|float4> x)

Check it on Github



#ifndef FNC_TONEMAPDEBUG
#define FNC_TONEMAPDEBUG

#if !defined(PLATFORM_RPI) && !defined(PLATFORM_WEBGL)
float3 tonemapDebug(const float3 x) {

    // 16 debug colors + 1 duplicated at the end for easy indexing
    float3 debugColors[17];
    debugColors[0] = float3(0.0, 0.0, 0.0);         // black
    debugColors[1] = float3(0.0, 0.0, 0.1647);      // darkest blue
    debugColors[2] = float3(0.0, 0.0, 0.3647);      // darker blue
    debugColors[3] = float3(0.0, 0.0, 0.6647);      // dark blue
    debugColors[4] = float3(0.0, 0.0, 0.9647);      // blue
    debugColors[5] = float3(0.0, 0.9255, 0.9255);   // cyan
    debugColors[6] = float3(0.0, 0.5647, 0.0);      // dark green
    debugColors[7] = float3(0.0, 0.7843, 0.0);      // green
    debugColors[8] = float3(1.0, 1.0, 0.0);         // yellow
    debugColors[9] = float3(0.90588, 0.75294, 0.0); // yellow-orange
    debugColors[10] = float3(1.0, 0.5647, 0.0);      // orange
    debugColors[11] = float3(1.0, 0.0, 0.0);         // bright red
    debugColors[12] = float3(0.8392, 0.0, 0.0);      // red
    debugColors[13] = float3(1.0, 0.0, 1.0);         // magenta
    debugColors[14] = float3(0.6, 0.3333, 0.7882);   // purple
    debugColors[15] = float3(1.0, 1.0, 1.0);         // white
    debugColors[16] = float3(1.0, 1.0, 1.0);         // white

    // The 5th color in the array (cyan) represents middle gray (18%)
    // Every stop above or below middle gray causes a color shift
    float v = log2(luminance(x) / 0.18);
    v = clamp(v + 5.0, 0.0, 15.0);
    int index = int(v);
    return lerp(debugColors[index], debugColors[index + 1], v - float(index));
}
float4 tonemapDebug(const float4 x) { return float4(tonemapDebug(x.rgb), x.a); }
#endif

#endif

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.

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