LYGIA Shader Library

YPbPr2rgb (lygia/v1.2.0/color/space/YPbPr2rgb)

pass a color in RGB and get it in YPbPr from http://www.equasys.de/colorconversion.html

Use:

YPbPr2RGB(<vec3|vec4> color)

Check it on Github


#ifndef MAT_YPBPR2RGB
#define MAT_YPBPR2RGB
#ifdef YPBPR_SDTV
const mat3 YPBPR2RGB = mat3( 
    1.0,     1.0,       1.0,
    0.0,    -0.344,     1.772,
    1.402,  -0.714,     0.0
);
#else
const mat3 YPBPR2RGB = mat3( 
    1.0,     1.0,       1.0,
    0.0,    -0.187,     1.856,
    1.575,  -0.468,     0.0
);
#endif
#endif

#ifndef FNC_YPBPR2RGB
#define FNC_YPBPR2RGB
vec3 YPbPr2rgb(const in vec3 rgb) { return YPBPR2RGB * rgb; }
vec4 YPbPr2rgb(const in vec4 rgb) { return vec4(YPbPr2rgb(rgb.rgb),rgb.a); }
#endif

Use:

YPbPr2RGB(<float3|float4> color)

Check it on Github


#ifndef MAT_YPBPR2RGB
#define MAT_YPBPR2RGB
#ifdef YPBPR_SDTV
const float3x3 YPBPR2RGB = float3x3( 
    1.0,     1.0,       1.0,
    0.0,    -0.344,     1.772,
    1.402,  -0.714,     0.0
);
#else
const float3x3 YPBPR2RGB = float3x3( 
    1.0,     1.0,       1.0,
    0.0,    -0.187,     1.856,
    1.575,  -0.468,     0.0
);
#endif
#endif

#ifndef FNC_YPBPR2RGB
#define FNC_YPBPR2RGB
float3 YPbPr2rgb(in float3 rgb) { return mul(YPBPR2RGB, rgb); }
float4 YPbPr2rgb(in float4 rgb) { return float4(YPbPr2rgb(rgb.rgb),rgb.a); }
#endif

Check it on Github

// YPBPR_SDTV
// const YPBPR2RGB = mat3x3<f32>( 
//     vec3f(1.0,     1.0,      1.0),
//     vec3f(0.0,    -0.344,    1.772),
//     vec3f(1.402,  -0.714,    0.0)
// );

const YPBPR2RGB = mat3x3<f32>( 
    vec3f(1.0,     1.0,      1.0),
    vec3f(0.0,    -0.187,    1.856),
    vec3f(1.575,  -0.468,    0.0)
);
fn YPbPr2rgb(rgb: vec3f) -> vec3f { return YPBPR2RGB * rgb; }

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