*/}}

la_tns_shaders.cpp 17 KB

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  1. #include "la_5.h"
  2. extern "C" const char* TNS_SHADER_COLOR_COMMON=R"(
  3. #define M_PI 3.1415926535897932384626433832795
  4. float cbrt( float x ){
  5. return sign(x)*pow(abs(x),1.0f/3.0f);
  6. }
  7. float srgb_transfer_function(float a){
  8. return .0031308f >= a ? 12.92f * a : 1.055f * pow(a, .4166666666666667f) - .055f;
  9. }
  10. float srgb_transfer_function_inv(float a){
  11. return .04045f < a ? pow((a + .055f) / 1.055f, 2.4f) : a / 12.92f;
  12. }
  13. vec3 to_log_srgb(vec3 color){
  14. return vec3(srgb_transfer_function(color.r),srgb_transfer_function(color.g),srgb_transfer_function(color.b));
  15. }
  16. vec3 to_linear_srgb(vec3 color){
  17. return vec3(srgb_transfer_function_inv(color.r),srgb_transfer_function_inv(color.g),srgb_transfer_function_inv(color.b));
  18. }
  19. vec3 to_linear_clay(vec3 color){
  20. return vec3(pow(color.r,2.19921875),pow(color.g,2.19921875),pow(color.b,2.19921875));
  21. }
  22. vec3 to_log_clay(vec3 color){
  23. return vec3(pow(color.r,1.0/2.19921875),pow(color.g,1.0/2.19921875),pow(color.b,1.0/2.19921875));
  24. }
  25. vec3 linear_srgb_to_oklab(vec3 c){
  26. float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
  27. float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
  28. float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
  29. float l_ = cbrt(l);
  30. float m_ = cbrt(m);
  31. float s_ = cbrt(s);
  32. return vec3(
  33. 0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_,
  34. 1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_,
  35. 0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_
  36. );
  37. }
  38. vec3 oklab_to_linear_srgb(vec3 c){
  39. float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
  40. float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
  41. float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
  42. float l = l_ * l_ * l_;
  43. float m = m_ * m_ * m_;
  44. float s = s_ * s_ * s_;
  45. return vec3(
  46. +4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
  47. -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
  48. -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s
  49. );
  50. }
  51. vec3 oklab_to_xyz(vec3 c){
  52. float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
  53. float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
  54. float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
  55. float l = l_ * l_ * l_;
  56. float m = m_ * m_ * m_;
  57. float s = s_ * s_ * s_;
  58. mat3 mat=inverse(mat3(vec3(+0.8189330101,+0.0329845436,+0.0482003018),
  59. vec3(+0.3618667424,+0.9293118715,+0.2643662691),
  60. vec3(-0.1288597137,+0.0361456387,+0.6338517070)));
  61. return mat*vec3(l,m,s);
  62. }
  63. float compute_max_saturation(float a, float b){ float k0, k1, k2, k3, k4, wl, wm, ws;
  64. if (-1.88170328f * a - 0.80936493f * b > 1.f){ k0 = +1.19086277f; k1 = +1.76576728f; k2 = +0.59662641f; k3 = +0.75515197f; k4 = +0.56771245f;
  65. wl = +4.0767416621f; wm = -3.3077115913f; ws = +0.2309699292f;
  66. }
  67. else if (1.81444104f * a - 1.19445276f * b > 1.f){ k0 = +0.73956515f; k1 = -0.45954404f; k2 = +0.08285427f; k3 = +0.12541070f; k4 = +0.14503204f;
  68. wl = -1.2684380046f; wm = +2.6097574011f; ws = -0.3413193965f;
  69. }
  70. else{ k0 = +1.35733652f; k1 = -0.00915799f; k2 = -1.15130210f; k3 = -0.50559606f; k4 = +0.00692167f;
  71. wl = -0.0041960863f; wm = -0.7034186147f; ws = +1.7076147010f;
  72. } float S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b;
  73. float k_l = +0.3963377774f * a + 0.2158037573f * b;
  74. float k_m = -0.1055613458f * a - 0.0638541728f * b;
  75. float k_s = -0.0894841775f * a - 1.2914855480f * b;{
  76. float l_ = 1.f + S * k_l;
  77. float m_ = 1.f + S * k_m;
  78. float s_ = 1.f + S * k_s;
  79. float l = l_ * l_ * l_;
  80. float m = m_ * m_ * m_;
  81. float s = s_ * s_ * s_;
  82. float l_dS = 3.f * k_l * l_ * l_;
  83. float m_dS = 3.f * k_m * m_ * m_;
  84. float s_dS = 3.f * k_s * s_ * s_;
  85. float l_dS2 = 6.f * k_l * k_l * l_;
  86. float m_dS2 = 6.f * k_m * k_m * m_;
  87. float s_dS2 = 6.f * k_s * k_s * s_;
  88. float f = wl * l + wm * m + ws * s;
  89. float f1 = wl * l_dS + wm * m_dS + ws * s_dS;
  90. float f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2;
  91. S = S - f * f1 / (f1 * f1 - 0.5f * f * f2);
  92. }
  93. return S;
  94. }
  95. vec2 find_cusp(float a, float b){ float S_cusp = compute_max_saturation(a, b); vec3 rgb_at_max = oklab_to_linear_srgb(vec3( 1, S_cusp * a, S_cusp * b ));
  96. float L_cusp = cbrt(1.f / max(max(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b));
  97. float C_cusp = L_cusp * S_cusp;
  98. return vec2( L_cusp , C_cusp );
  99. }
  100. float find_gamut_intersection(float a, float b, float L1, float C1, float L0, vec2 cusp){ float t;
  101. if (((L1 - L0) * cusp.y - (cusp.x - L0) * C1) <= 0.f){
  102. t = cusp.y * L0 / (C1 * cusp.x + cusp.y * (L0 - L1));
  103. }
  104. else{ t = cusp.y * (L0 - 1.f) / (C1 * (cusp.x - 1.f) + cusp.y * (L0 - L1)); {
  105. float dL = L1 - L0;
  106. float dC = C1;
  107. float k_l = +0.3963377774f * a + 0.2158037573f * b;
  108. float k_m = -0.1055613458f * a - 0.0638541728f * b;
  109. float k_s = -0.0894841775f * a - 1.2914855480f * b;
  110. float l_dt = dL + dC * k_l;
  111. float m_dt = dL + dC * k_m;
  112. float s_dt = dL + dC * k_s; {
  113. float L = L0 * (1.f - t) + t * L1;
  114. float C = t * C1;
  115. float l_ = L + C * k_l;
  116. float m_ = L + C * k_m;
  117. float s_ = L + C * k_s;
  118. float l = l_ * l_ * l_;
  119. float m = m_ * m_ * m_;
  120. float s = s_ * s_ * s_;
  121. float ldt = 3.f * l_dt * l_ * l_;
  122. float mdt = 3.f * m_dt * m_ * m_;
  123. float sdt = 3.f * s_dt * s_ * s_;
  124. float ldt2 = 6.f * l_dt * l_dt * l_;
  125. float mdt2 = 6.f * m_dt * m_dt * m_;
  126. float sdt2 = 6.f * s_dt * s_dt * s_;
  127. float r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1.f;
  128. float r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt;
  129. float r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2;
  130. float u_r = r1 / (r1 * r1 - 0.5f * r * r2);
  131. float t_r = -r * u_r;
  132. float g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1.f;
  133. float g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt;
  134. float g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2;
  135. float u_g = g1 / (g1 * g1 - 0.5f * g * g2);
  136. float t_g = -g * u_g;
  137. float b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1.f;
  138. float b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt;
  139. float b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2;
  140. float u_b = b1 / (b1 * b1 - 0.5f * b * b2);
  141. float t_b = -b * u_b;
  142. t_r = u_r >= 0.f ? t_r : 10000.f;
  143. t_g = u_g >= 0.f ? t_g : 10000.f;
  144. t_b = u_b >= 0.f ? t_b : 10000.f;
  145. t += min(t_r, min(t_g, t_b));
  146. }
  147. }
  148. }
  149. return t;
  150. }
  151. float find_gamut_intersection(float a, float b, float L1, float C1, float L0){ vec2 cusp = find_cusp(a, b);
  152. return find_gamut_intersection(a, b, L1, C1, L0, cusp);
  153. }
  154. vec3 gamut_clip_preserve_chroma(vec3 rgb){
  155. if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
  156. return rgb;
  157. vec3 lab = linear_srgb_to_oklab(rgb);
  158. float L = lab.x;
  159. float eps = 0.00001f;
  160. float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
  161. float a_ = lab.y / C;
  162. float b_ = lab.z / C;
  163. float L0 = clamp(L, 0.f, 1.f);
  164. float t = find_gamut_intersection(a_, b_, L, C, L0);
  165. float L_clipped = L0 * (1.f - t) + t * L;
  166. float C_clipped = t * C;
  167. return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
  168. }
  169. vec3 gamut_clip_project_to_0_5(vec3 rgb){
  170. if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
  171. return rgb;
  172. vec3 lab = linear_srgb_to_oklab(rgb);
  173. float L = lab.x;
  174. float eps = 0.00001f;
  175. float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
  176. float a_ = lab.y / C;
  177. float b_ = lab.z / C;
  178. float L0 = 0.5;
  179. float t = find_gamut_intersection(a_, b_, L, C, L0);
  180. float L_clipped = L0 * (1.f - t) + t * L;
  181. float C_clipped = t * C;
  182. return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
  183. }
  184. vec3 gamut_clip_project_to_L_cusp(vec3 rgb){
  185. if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
  186. return rgb;
  187. vec3 lab = linear_srgb_to_oklab(rgb);
  188. float L = lab.x;
  189. float eps = 0.00001f;
  190. float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
  191. float a_ = lab.y / C;
  192. float b_ = lab.z / C; vec2 cusp = find_cusp(a_, b_);
  193. float L0 = cusp.x;
  194. float t = find_gamut_intersection(a_, b_, L, C, L0);
  195. float L_clipped = L0 * (1.f - t) + t * L;
  196. float C_clipped = t * C;
  197. return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
  198. }
  199. vec3 gamut_clip_adaptive_L0_0_5(vec3 rgb, float alpha){
  200. if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
  201. return rgb;
  202. vec3 lab = linear_srgb_to_oklab(rgb);
  203. float L = lab.x;
  204. float eps = 0.00001f;
  205. float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
  206. float a_ = lab.y / C;
  207. float b_ = lab.z / C;
  208. float Ld = L - 0.5f;
  209. float e1 = 0.5f + abs(Ld) + alpha * C;
  210. float L0 = 0.5f * (1.f + sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * abs(Ld))));
  211. float t = find_gamut_intersection(a_, b_, L, C, L0);
  212. float L_clipped = L0 * (1.f - t) + t * L;
  213. float C_clipped = t * C;
  214. return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
  215. }
  216. vec3 gamut_clip_adaptive_L0_L_cusp(vec3 rgb, float alpha){
  217. if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
  218. return rgb;
  219. vec3 lab = linear_srgb_to_oklab(rgb);
  220. float L = lab.x;
  221. float eps = 0.00001f;
  222. float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
  223. float a_ = lab.y / C;
  224. float b_ = lab.z / C; vec2 cusp = find_cusp(a_, b_);
  225. float Ld = L - cusp.x;
  226. float k = 2.f * (Ld > 0.f ? 1.f - cusp.x : cusp.x);
  227. float e1 = 0.5f * k + abs(Ld) + alpha * C / k;
  228. float L0 = cusp.x + 0.5f * (sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * k * abs(Ld))));
  229. float t = find_gamut_intersection(a_, b_, L, C, L0);
  230. float L_clipped = L0 * (1.f - t) + t * L;
  231. float C_clipped = t * C;
  232. return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
  233. }
  234. float toe(float x){
  235. float k_1 = 0.206f;
  236. float k_2 = 0.03f;
  237. float k_3 = (1.f + k_1) / (1.f + k_2);
  238. return 0.5f * (k_3 * x - k_1 + sqrt((k_3 * x - k_1) * (k_3 * x - k_1) + 4.f * k_2 * k_3 * x));
  239. }
  240. float toe_inv(float x){
  241. float k_1 = 0.206f;
  242. float k_2 = 0.03f;
  243. float k_3 = (1.f + k_1) / (1.f + k_2);
  244. return (x * x + k_1 * x) / (k_3 * (x + k_2));
  245. }
  246. vec2 to_ST(vec2 cusp){
  247. float L = cusp.x;
  248. float C = cusp.y;
  249. return vec2( C / L, C / (1.f - L) );
  250. }
  251. vec2 get_ST_mid(float a_, float b_){
  252. float S = 0.11516993f + 1.f / (
  253. +7.44778970f + 4.15901240f * b_
  254. + a_ * (-2.19557347f + 1.75198401f * b_
  255. + a_ * (-2.13704948f - 10.02301043f * b_
  256. + a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_
  257. )))
  258. );
  259. float T = 0.11239642f + 1.f / (
  260. +1.61320320f - 0.68124379f * b_
  261. + a_ * (+0.40370612f + 0.90148123f * b_
  262. + a_ * (-0.27087943f + 0.61223990f * b_
  263. + a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_
  264. )))
  265. );
  266. return vec2( S, T );
  267. }
  268. vec3 get_Cs(float L, float a_, float b_){
  269. vec2 cusp = find_cusp(a_, b_);
  270. float C_max = find_gamut_intersection(a_, b_, L, 1.f, L, cusp);
  271. vec2 ST_max = to_ST(cusp); float k = C_max / min((L * ST_max.x), (1.f - L) * ST_max.y);
  272. float C_mid;{
  273. vec2 ST_mid = get_ST_mid(a_, b_); float C_a = L * ST_mid.x;
  274. float C_b = (1.f - L) * ST_mid.y;
  275. C_mid = 0.9f * k * sqrt(sqrt(1.f / (1.f / (C_a * C_a * C_a * C_a) + 1.f / (C_b * C_b * C_b * C_b))));
  276. }
  277. float C_0;{ float C_a = L * 0.4f;
  278. float C_b = (1.f - L) * 0.8f; C_0 = sqrt(1.f / (1.f / (C_a * C_a) + 1.f / (C_b * C_b)));
  279. }
  280. return vec3( C_0, C_mid, C_max );
  281. }
  282. vec3 okhsl_to_srgb(vec3 hsl){
  283. float h = hsl.x;
  284. float s = hsl.y;
  285. float l = hsl.z;
  286. if (l == 1.0f){
  287. return vec3( 1.f, 1.f, 1.f );
  288. }
  289. else if (l == 0.f){
  290. return vec3( 0.f, 0.f, 0.f );
  291. }
  292. float a_ = cos(2.f * M_PI * h);
  293. float b_ = sin(2.f * M_PI * h);
  294. float L = toe_inv(l);
  295. vec3 cs = get_Cs(L, a_, b_);
  296. float C_0 = cs.x;
  297. float C_mid = cs.y;
  298. float C_max = cs.z;
  299. float mid = 0.8f;
  300. float mid_inv = 1.25f;
  301. float C, t, k_0, k_1, k_2;
  302. if (s < mid){
  303. t = mid_inv * s;
  304. k_1 = mid * C_0;
  305. k_2 = (1.f - k_1 / C_mid);
  306. C = t * k_1 / (1.f - k_2 * t);
  307. }
  308. else{
  309. t = (s - mid)/ (1.f - mid);
  310. k_0 = C_mid;
  311. k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
  312. k_2 = (1.f - (k_1) / (C_max - C_mid));
  313. C = k_0 + t * k_1 / (1.f - k_2 * t);
  314. }
  315. vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
  316. return vec3(
  317. srgb_transfer_function(rgb.r),
  318. srgb_transfer_function(rgb.g),
  319. srgb_transfer_function(rgb.b)
  320. );
  321. }
  322. vec3 okhsl_to_linear_srgb(vec3 hsl){
  323. float h = hsl.x;
  324. float s = hsl.y;
  325. float l = hsl.z;
  326. if (l == 1.0f){
  327. return vec3( 1.f, 1.f, 1.f );
  328. }
  329. else if (l == 0.f){
  330. return vec3( 0.f, 0.f, 0.f );
  331. }
  332. float a_ = cos(2.f * M_PI * h);
  333. float b_ = sin(2.f * M_PI * h);
  334. float L = toe_inv(l);
  335. vec3 cs = get_Cs(L, a_, b_);
  336. float C_0 = cs.x;
  337. float C_mid = cs.y;
  338. float C_max = cs.z;
  339. float mid = 0.8f;
  340. float mid_inv = 1.25f;
  341. float C, t, k_0, k_1, k_2;
  342. if (s < mid){
  343. t = mid_inv * s;
  344. k_1 = mid * C_0;
  345. k_2 = (1.f - k_1 / C_mid);
  346. C = t * k_1 / (1.f - k_2 * t);
  347. }
  348. else{
  349. t = (s - mid)/ (1.f - mid);
  350. k_0 = C_mid;
  351. k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
  352. k_2 = (1.f - (k_1) / (C_max - C_mid));
  353. C = k_0 + t * k_1 / (1.f - k_2 * t);
  354. }
  355. return oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
  356. }
  357. vec3 okhsl_to_xyz(vec3 hsl){
  358. float h = hsl.x;
  359. float s = hsl.y;
  360. float l = hsl.z;
  361. if (l == 1.0f){
  362. return vec3( 1.f, 1.f, 1.f );
  363. }
  364. else if (l == 0.f){
  365. return vec3( 0.f, 0.f, 0.f );
  366. }
  367. float a_ = cos(2.f * M_PI * h);
  368. float b_ = sin(2.f * M_PI * h);
  369. float L = toe_inv(l);
  370. vec3 cs = get_Cs(L, a_, b_);
  371. float C_0 = cs.x;
  372. float C_mid = cs.y;
  373. float C_max = cs.z;
  374. float mid = 0.8f;
  375. float mid_inv = 1.25f;
  376. float C, t, k_0, k_1, k_2;
  377. if (s < mid){
  378. t = mid_inv * s;
  379. k_1 = mid * C_0;
  380. k_2 = (1.f - k_1 / C_mid);
  381. C = t * k_1 / (1.f - k_2 * t);
  382. }
  383. else{
  384. t = (s - mid)/ (1.f - mid);
  385. k_0 = C_mid;
  386. k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
  387. k_2 = (1.f - (k_1) / (C_max - C_mid));
  388. C = k_0 + t * k_1 / (1.f - k_2 * t);
  389. }
  390. return oklab_to_xyz(vec3( L, C * a_, C * b_ ));
  391. }
  392. vec3 srgb_to_okhsl(vec3 rgb){
  393. vec3 lab = linear_srgb_to_oklab(vec3(
  394. srgb_transfer_function_inv(rgb.r),
  395. srgb_transfer_function_inv(rgb.g),
  396. srgb_transfer_function_inv(rgb.b)
  397. ));
  398. float C = sqrt(lab.y * lab.y + lab.z * lab.z);
  399. float a_ = lab.y / C;
  400. float b_ = lab.z / C;
  401. float L = lab.x;
  402. float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI;
  403. vec3 cs = get_Cs(L, a_, b_);
  404. float C_0 = cs.x;
  405. float C_mid = cs.y;
  406. float C_max = cs.z;
  407. float mid = 0.8f;
  408. float mid_inv = 1.25f;
  409. float s;
  410. if (C < C_mid){
  411. float k_1 = mid * C_0;
  412. float k_2 = (1.f - k_1 / C_mid);
  413. float t = C / (k_1 + k_2 * C);
  414. s = t * mid;
  415. }
  416. else{
  417. float k_0 = C_mid;
  418. float k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
  419. float k_2 = (1.f - (k_1) / (C_max - C_mid));
  420. float t = (C - k_0) / (k_1 + k_2 * (C - k_0));
  421. s = mid + (1.f - mid) * t;
  422. }
  423. float l = toe(L);
  424. return vec3( h, s, l );
  425. }
  426. vec3 okhsv_to_srgb(vec3 hsv){
  427. float h = hsv.x;
  428. float s = hsv.y;
  429. float v = hsv.z;
  430. float a_ = cos(2.f * M_PI * h);
  431. float b_ = sin(2.f * M_PI * h);
  432. vec2 cusp = find_cusp(a_, b_);
  433. vec2 ST_max = to_ST(cusp);
  434. float S_max = ST_max.x;
  435. float T_max = ST_max.y;
  436. float S_0 = 0.5f;
  437. float k = 1.f- S_0 / S_max; float L_v = 1.f - s * S_0 / (S_0 + T_max - T_max * k * s);
  438. float C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s);
  439. float L = v * L_v;
  440. float C = v * C_v; float L_vt = toe_inv(L_v);
  441. float C_vt = C_v * L_vt / L_v;
  442. float L_new = toe_inv(L);
  443. C = C * L_new / L;
  444. L = L_new;
  445. vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt ));
  446. float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f)));
  447. L = L * scale_L;
  448. C = C * scale_L;
  449. vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
  450. return vec3(
  451. srgb_transfer_function(rgb.r),
  452. srgb_transfer_function(rgb.g),
  453. srgb_transfer_function(rgb.b)
  454. );
  455. }
  456. vec3 srgb_to_okhsv(vec3 rgb){
  457. vec3 lab = linear_srgb_to_oklab(vec3(
  458. srgb_transfer_function_inv(rgb.r),
  459. srgb_transfer_function_inv(rgb.g),
  460. srgb_transfer_function_inv(rgb.b)
  461. ));
  462. float C = sqrt(lab.y * lab.y + lab.z * lab.z);
  463. float a_ = lab.y / C;
  464. float b_ = lab.z / C;
  465. float L = lab.x;
  466. float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI;
  467. vec2 cusp = find_cusp(a_, b_);
  468. vec2 ST_max = to_ST(cusp);
  469. float S_max = ST_max.x;
  470. float T_max = ST_max.y;
  471. float S_0 = 0.5f;
  472. float k = 1.f - S_0 / S_max;
  473. float t = T_max / (C + L * T_max);
  474. float L_v = t * L;
  475. float C_v = t * C;
  476. float L_vt = toe_inv(L_v);
  477. float C_vt = C_v * L_vt / L_v; vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt ));
  478. float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f)));
  479. L = L / scale_L;
  480. C = C / scale_L;
  481. C = C * toe(L) / L;
  482. L = toe(L);
  483. float v = L / L_v;
  484. float s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v);
  485. return vec3 (h, s, v );
  486. }
  487. vec3 sRGB2XYZ(vec3 color){
  488. mat3 mat=mat3(vec3(0.4124564,0.3575761,0.1804375),
  489. vec3(0.2126729,0.7151522,0.0721750),
  490. vec3(0.0193339,0.1191920,0.9503041));
  491. return color*mat;
  492. }
  493. vec3 Clay2XYZ(vec3 color){
  494. mat3 mat=mat3(vec3(0.5767309,0.1855540,0.1881852),
  495. vec3(0.2973769,0.6273491,0.0752741),
  496. vec3(0.0270343,0.0706872,0.9911085));
  497. return color*mat;
  498. }
  499. vec3 XYZ2sRGB(vec3 xyz){
  500. mat3 mat=mat3(vec3(3.2404542,-1.5371385,-0.4985314),
  501. vec3(-0.9692660,1.8760108,0.0415560),
  502. vec3(0.0556434,-0.2040259,1.0572252));
  503. return xyz*mat;
  504. }
  505. vec3 XYZ2Clay(vec3 xyz){
  506. mat3 mat=mat3(vec3(2.0413690,-0.5649464,-0.3446944),
  507. vec3(-0.9692660,1.8760108,0.0415560),
  508. vec3(0.0134474,-0.1183897,1.0154096));
  509. return xyz*mat;
  510. }
  511. )";