void rgb_to_hsv(vec4 rgb, out vec4 outcol) { float cmax, cmin, h, s, v, cdelta; vec3 c; cmax = max(rgb[0], max(rgb[1], rgb[2])); cmin = min(rgb[0], min(rgb[1], rgb[2])); cdelta = cmax - cmin; v = cmax; if (cmax != 0.0) { s = cdelta / cmax; } else { s = 0.0; h = 0.0; } if (s == 0.0) { h = 0.0; } else { c = (vec3(cmax) - rgb.xyz) / cdelta; if (rgb.x == cmax) { h = c[2] - c[1]; } else if (rgb.y == cmax) { h = 2.0 + c[0] - c[2]; } else { h = 4.0 + c[1] - c[0]; } h /= 6.0; if (h < 0.0) { h += 1.0; } } outcol = vec4(h, s, v, rgb.w); } void hsv_to_rgb(vec4 hsv, out vec4 outcol) { float i, f, p, q, t, h, s, v; vec3 rgb; h = hsv[0]; s = hsv[1]; v = hsv[2]; if (s == 0.0) { rgb = vec3(v, v, v); } else { if (h == 1.0) { h = 0.0; } h *= 6.0; i = floor(h); f = h - i; rgb = vec3(f, f, f); p = v * (1.0 - s); q = v * (1.0 - (s * f)); t = v * (1.0 - (s * (1.0 - f))); if (i == 0.0) { rgb = vec3(v, t, p); } else if (i == 1.0) { rgb = vec3(q, v, p); } else if (i == 2.0) { rgb = vec3(p, v, t); } else if (i == 3.0) { rgb = vec3(p, q, v); } else if (i == 4.0) { rgb = vec3(t, p, v); } else { rgb = vec3(v, p, q); } } outcol = vec4(rgb, hsv.w); } void rgb_to_hsl(vec4 rgb, out vec4 outcol) { float cmax, cmin, h, s, l; cmax = max(rgb[0], max(rgb[1], rgb[2])); cmin = min(rgb[0], min(rgb[1], rgb[2])); l = min(1.0, (cmax + cmin) / 2.0); if (cmax == cmin) { h = s = 0.0; /* achromatic */ } else { float cdelta = cmax - cmin; s = l > 0.5 ? cdelta / (2.0 - cmax - cmin) : cdelta / (cmax + cmin); if (cmax == rgb[0]) { h = (rgb[1] - rgb[2]) / cdelta + (rgb[1] < rgb[2] ? 6.0 : 0.0); } else if (cmax == rgb[1]) { h = (rgb[2] - rgb[0]) / cdelta + 2.0; } else { h = (rgb[0] - rgb[1]) / cdelta + 4.0; } } h /= 6.0; outcol = vec4(h, s, l, rgb.w); } void hsl_to_rgb(vec4 hsl, out vec4 outcol) { float nr, ng, nb, chroma, h, s, l; h = hsl[0]; s = hsl[1]; l = hsl[2]; nr = abs(h * 6.0 - 3.0) - 1.0; ng = 2.0 - abs(h * 6.0 - 2.0); nb = 2.0 - abs(h * 6.0 - 4.0); nr = clamp(nr, 0.0, 1.0); nb = clamp(nb, 0.0, 1.0); ng = clamp(ng, 0.0, 1.0); chroma = (1.0 - abs(2.0 * l - 1.0)) * s; outcol = vec4((nr - 0.5) * chroma + l, (ng - 0.5) * chroma + l, (nb - 0.5) * chroma + l, hsl.w); } void color_alpha_clear(vec4 color, out vec4 result) { result = vec4(color.rgb, 1.0); } void color_alpha_premultiply(vec4 color, out vec4 result) { result = vec4(color.rgb * color.a, 1.0); } void color_alpha_unpremultiply(vec4 color, out vec4 result) { if (color.a == 0.0 || color.a == 1.0) { result = vec4(color.rgb, 1.0); } else { result = vec4(color.rgb / color.a, 1.0); } }