lygia
/v1.1.6
/color
/space
/hsv2rgb
)pass a color in HSB and get RGB color. Also use as reference http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
Use:
hsv2rgb(<vec3|vec4> color)
#ifndef FNC_HSV2RGB
#define FNC_HSV2RGB
vec3 hsv2rgb(in vec3 hsb) {
vec3 rgb = clamp(abs(mod(hsb.x * 6. + vec3(0., 4., 2.),
6.) - 3.) - 1.,
0.,
1.);
#ifdef HSV2RGB_SMOOTH
rgb = rgb*rgb*(3. - 2. * rgb);
#endif
return hsb.z * mix(vec3(1.), rgb, hsb.y);
}
vec4 hsv2rgb(in vec4 hsb) {
return vec4(hsv2rgb(hsb.rgb), hsb.a);
}
#endif
Use:
hsv2rgb(<float3|float4> color)
#ifndef FNC_HSV2RGB
#define FNC_HSV2RGB
float3 hsv2rgb(in float3 hsb) {
float3 rgb = clamp(abs(fmod(hsb.x * 6. + float3(0., 4., 2.),
6.) - 3.) - 1.,
0.,
1.);
#ifdef HSV2RGB_SMOOTH
rgb = rgb*rgb*(3. - 2. * rgb);
#endif
return hsb.z * lerp(float3(1., 1., 1.), rgb, hsb.y);
}
float4 hsv2rgb(in float4 hsb) {
return float4(hsv2rgb(hsb.rgb), hsb.a);
}
#endif
fn hsv2rgb(hsb : vec3<f32>) -> vec3<f32> {
var rgb = saturate(abs(mod(hsb.x * 6.0 + vec3<f32>(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0);
// #ifdef HSV2RGB_SMOOTH
// rgb = rgb*rgb*(3. - 2. * rgb);
// #endif
return hsb.z * mix(vec3(1.), rgb, hsb.y);
}
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