lygia
/v1.1.6
/color
/distance
)perceptual distance between two color according to CIE94 https://en.wikipedia.org/wiki/Color_difference#CIE94
Dependencies:
lygia
/v1.1.6
/color
/space
/rgb2lab
.glsl
lygia
/v1.1.6
/color
/space
/rgb2YCbCr
.glsl
lygia
/v1.1.6
/color
/space
/rgb2YPbPr
.glsl
lygia
/v1.1.6
/color
/space
/rgb2yuv
.glsl
lygia
/v1.1.6
/color
/space
/rgb2oklab
.glsl
Use:
colorDistance(<vec3|vec4> rgbA, <vec3|vec4> rgbA)
#ifndef COLORDISTANCE_FNC
#define COLORDISTANCE_FNC colorDistanceLABCIE94
#endif
#ifndef FNC_PERCEPTUALDISTANCE
#define FNC_PERCEPTUALDISTANCE
float colorDistanceLABCIE94(in vec3 rgb1, in vec3 rgb2) {
vec3 lab1 = rgb2lab(rgb1);
vec3 lab2 = rgb2lab(rgb2);
vec3 delta = lab1 - lab2;
float c1 = sqrt(lab1.y * lab1.y + lab1.z * lab1.z);
float c2 = sqrt(lab2.y * lab2.y + lab2.z * lab2.z);
float delta_c = c1 - c2;
float delta_h = delta.x * delta.x + delta.z * delta.z - delta_c * delta_c;
delta_h = mix( 0., sqrt(delta_h), step(0.,delta_h));
float sc = 1. +.045 * c1;
float sh = 1. + .015 * c1;
float delta_ckcsc = delta_c / sc;
float delta_hkhsh = delta_h / sh;
float delta_e = delta.x * delta.x + delta_ckcsc * delta_ckcsc + delta_hkhsh * delta_hkhsh;
return mix( 0., sqrt(delta_e), step(0.,delta_e));
}
float colorDistanceLAB(in vec3 rgb1, in vec3 rgb2) { return distance(rgb2lab(rgb1), rgb2lab(rgb2)); }
float colorDistanceYCbCr(in vec3 rgb1, in vec3 rgb2) { return distance(rgb2YCbCr(rgb1).yz, rgb2YCbCr(rgb2).yz); }
float colorDistanceYPbPr(in vec3 rgb1, in vec3 rgb2) { return distance(rgb2YPbPr(rgb1).yz, rgb2YPbPr(rgb2).yz); }
float colorDistanceYUV(in vec3 rgb1, in vec3 rgb2) { return distance(rgb2yuv(rgb1), rgb2yuv(rgb2)); }
float colorDistanceOKLAB(in vec3 rgb1, in vec3 rgb2) { return distance(rgb2oklab(rgb1), rgb2oklab(rgb2)); }
float colorDistance(in vec3 rgb1, in vec3 rgb2) { return COLORDISTANCE_FNC(rgb1, rgb2); }
float colorDistance(in vec4 rgb1, in vec4 rgb2) { return COLORDISTANCE_FNC(rgb1.rgb, rgb2.rgb); }
#endif
Dependencies:
lygia
/v1.1.6
/color
/space
/rgb2lab
.glsl
lygia
/v1.1.6
/color
/space
/rgb2YCbCr
.glsl
lygia
/v1.1.6
/color
/space
/rgb2YPbPr
.glsl
lygia
/v1.1.6
/color
/space
/rgb2yuv
.glsl
lygia
/v1.1.6
/color
/space
/rgb2oklab
.glsl
Use:
colorDistance(<float3|float4> rgbA, <float3|float4> rgbA)
#ifndef COLORDISTANCE_FNC
#define COLORDISTANCE_FNC colorDistanceLABCIE94
#endif
#ifndef FNC_PERCEPTUALDISTANCE
#define FNC_PERCEPTUALDISTANCE
float colorDistanceLABCIE94(in float3 rgb1, in float3 rgb2) {
float3 lab1 = rgb2lab(rgb1);
float3 lab2 = rgb2lab(rgb2);
float3 delta = lab1 - lab2;
float c1 = sqrt(lab1.y * lab1.y + lab1.z * lab1.z);
float c2 = sqrt(lab2.y * lab2.y + lab2.z * lab2.z);
float delta_c = c1 - c2;
float delta_h = delta.x * delta.x + delta.z * delta.z - delta_c * delta_c;
delta_h = lerp( 0., sqrt(delta_h), step(0.,delta_h));
float sc = 1. +.045 * c1;
float sh = 1. + .015 * c1;
float delta_ckcsc = delta_c / sc;
float delta_hkhsh = delta_h / sh;
float delta_e = delta.x * delta.x + delta_ckcsc * delta_ckcsc + delta_hkhsh * delta_hkhsh;
return lerp( 0., sqrt(delta_e), step(0.,delta_e));
}
float colorDistanceLAB(in float3 rgb1, in float3 rgb2) { return distance(rgb2lab(rgb1), rgb2lab(rgb2)); }
float colorDistanceYCbCr(in float3 rgb1, in float3 rgb2) { return distance(rgb2YCbCr(rgb1).yz, rgb2YCbCr(rgb2).yz); }
float colorDistanceYPbPr(in float3 rgb1, in float3 rgb2) { return distance(rgb2YPbPr(rgb1).yz, rgb2YPbPr(rgb2).yz); }
float colorDistanceYUV(in float3 rgb1, in float3 rgb2) { return distance(rgb2yuv(rgb1), rgb2yuv(rgb2)); }
float colorDistanceOKLAB(in float3 rgb1, in float3 rgb2) { return distance(rgb2oklab(rgb1), rgb2oklab(rgb2)); }
float colorDistance(in float3 rgb1, in float3 rgb2) { return COLORDISTANCE_FNC(rgb1, rgb2); }
float colorDistance(in float4 rgb1, in float4 rgb2) { return COLORDISTANCE_FNC(rgb1.rgb, rgb2.rgb); }
#endif
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