lygia
/v1.1.6
/color
/space
/yuv2rgb
)pass a color in YUB and get RGB color
Use:
yuv2rgb(<vec3|vec4> color)
#ifndef FNC_YUV2RGB
#define FNC_YUV2RGB
#ifdef YUV_SDTV
const mat3 yuv2rgb_mat = mat3(
1., 1. , 1.,
0., -.39465, 2.03211,
1.13983, -.58060, 0.
);
#else
const mat3 yuv2rgb_mat = mat3(
1., 1. , 1.,
0., -.21482, 2.12798,
1.28033, -.38059, 0.
);
#endif
vec3 yuv2rgb(in vec3 yuv) {
return yuv2rgb_mat * yuv;
}
vec4 yuv2rgb(in vec4 yuv) {
return vec4(yuv2rgb(yuv.rgb), yuv.a);
}
#endif
Use:
yuv2rgb(<float3|float4> color)
#ifndef FNC_YUV2RGB
#define FNC_YUV2RGB
#ifdef YUV_SDTV
const float3x3 yuv2rgb_mat = float3x3(
1., 1. , 1.,
0., -.39465, 2.03211,
1.13983, -.58060, 0.
);
#else
const float3x3 yuv2rgb_mat = float3x3(
1., 1. , 1.,
0., -.21482, 2.12798,
1.28033, -.38059, 0.
);
#endif
float3 yuv2rgb(in float3 yuv) {
return mul(yuv2rgb_mat, yuv);
}
float4 yuv2rgb(in float4 yuv) {
return float4(yuv2rgb(yuv.rgb), yuv.a);
}
#endif
// #ifdef YUV_SDTV
// const yuv2rgb_mat = mat3x3<f32>(
// vec3<f32>(1.0, 1.0, 1.0),
// vec3<f32>(0.0, -0.39465, 2.03211),
// vec3<f32>(1.13983, -0.58060, 0.0)
// );
// #else
const yuv2rgb_mat = mat3x3<f32>(
vec3<f32>(1.0, 1.0, 1.0),
vec3<f32>(0.0, -0.21482, 2.12798),
vec3<f32>(1.28033, -0.38059, 0.0)
);
// #endif
fn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {
return yuv2rgb_mat * yuv;
}
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