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1#define_import_path bevy_render::color_operations
3#import bevy_render::maths::{PI_2,PI,FRAC_PI_3}
5const HUE_GUARD: f32 = 0.0001;
7// https://en.wikipedia.org/wiki/SRGB
8fn gamma(value: f32) -> f32 {
9 if value <= 0.0 {
10 return value;
11 }
12 if value <= 0.04045 {
13 return value / 12.92; // linear falloff in dark values
14 } else {
15 return pow((value + 0.055) / 1.055, 2.4); // gamma curve in other area
16 }
19// https://en.wikipedia.org/wiki/SRGB
20fn inverse_gamma(value: f32) -> f32 {
21 if value <= 0.0 {
22 return value;
23 }
25 if value <= 0.0031308 {
26 return value * 12.92; // linear falloff in dark values
27 } else {
28 return 1.055 * pow(value, 1.0 / 2.4) - 0.055; // gamma curve in other area
29 }
32fn srgb_to_linear_rgb(color: vec3<f32>) -> vec3<f32> {
33 return vec3(
34 gamma(color.x),
35 gamma(color.y),
36 gamma(color.z)
37 );
40fn linear_rgb_to_srgb(color: vec3<f32>) -> vec3<f32> {
41 return vec3(
42 inverse_gamma(color.x),
43 inverse_gamma(color.y),
44 inverse_gamma(color.z)
45 );
48fn linear_to_srgb(color: vec3<f32>) -> vec3<f32> {
49 return linear_rgb_to_srgb(color);
52fn srgb_to_linear(color: vec3<f32>) -> vec3<f32> {
53 return srgb_to_linear_rgb(color);
56// https://bottosson.github.io/posts/oklab/
57fn oklab_to_linear_rgb(c: vec3<f32>) -> vec3<f32> {
58 let l_ = c.x + 0.39633778 * c.y + 0.21580376 * c.z;
59 let m_ = c.x - 0.105561346 * c.y - 0.06385417 * c.z;
60 let s_ = c.x - 0.08948418 * c.y - 1.2914855 * c.z;
61 let l = l_ * l_ * l_;
62 let m = m_ * m_ * m_;
63 let s = s_ * s_ * s_;
64 return vec3(
65 4.0767417 * l - 3.3077116 * m + 0.23096994 * s,
66 -1.268438 * l + 2.6097574 * m - 0.34131938 * s,
67 -0.0041960863 * l - 0.7034186 * m + 1.7076147 * s,
68 );
71// https://bottosson.github.io/posts/oklab/ - inverse of oklab_to_linear_rgb
72fn linear_rgb_to_oklab(c: vec3<f32>) -> vec3<f32> {
73 let l_ = pow(c.x * 0.4122214708 + c.y * 0.5363325363 + c.z * 0.0514459929, 1.0 / 3.0);
74 let m_ = pow(c.x * 0.2119034982 + c.y * 0.6806995451 + c.z * 0.1073969566, 1.0 / 3.0);
75 let s_ = pow(c.x * 0.0883024619 + c.y * 0.2817188376 + c.z * 0.6299787005, 1.0 / 3.0);
76 return vec3(
77 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
78 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
79 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
80 );
83fn hsl_to_linear_rgb(hsl: vec3<f32>) -> vec3<f32> {
84 let h = hsl.x;
85 let s = hsl.y;
86 let l = hsl.z;
87 let c = (1.0 - abs(2.0 * l - 1.0)) * s;
88 let hp = h * 6.0;
89 let x = c * (1.0 - abs(hp % 2.0 - 1.0));
90 var r: f32 = 0.0;
91 var g: f32 = 0.0;
92 var b: f32 = 0.0;
93 if 0.0 <= hp && hp < 1.0 {
94 r = c; g = x; b = 0.0;
95 } else if 1.0 <= hp && hp < 2.0 {
96 r = x; g = c; b = 0.0;
97 } else if 2.0 <= hp && hp < 3.0 {
98 r = 0.0; g = c; b = x;
99 } else if 3.0 <= hp && hp < 4.0 {
100 r = 0.0; g = x; b = c;
101 } else if 4.0 <= hp && hp < 5.0 {
102 r = x; g = 0.0; b = c;
103 } else if 5.0 <= hp && hp < 6.0 {
104 r = c; g = 0.0; b = x;
105 }
106 let m = l - 0.5 * c;
107 return srgb_to_linear_rgb(vec3(r + m, g + m, b + m));
110fn hsv_to_linear_rgb(hsva: vec3<f32>) -> vec3<f32> {
111 let h = hsva.x * 6.0;
112 let s = hsva.y;
113 let v = hsva.z;
114 let c = v * s;
115 let x = c * (1.0 - abs(h % 2.0 - 1.0));
116 let m = v - c;
117 var r: f32 = 0.0;
118 var g: f32 = 0.0;
119 var b: f32 = 0.0;
120 if 0.0 <= h && h < 1.0 {
121 r = c; g = x; b = 0.0;
122 } else if 1.0 <= h && h < 2.0 {
123 r = x; g = c; b = 0.0;
124 } else if 2.0 <= h && h < 3.0 {
125 r = 0.0; g = c; b = x;
126 } else if 3.0 <= h && h < 4.0 {
127 r = 0.0; g = x; b = c;
128 } else if 4.0 <= h && h < 5.0 {
129 r = x; g = 0.0; b = c;
130 } else if 5.0 <= h && h < 6.0 {
131 r = c; g = 0.0; b = x;
132 }
133 return srgb_to_linear_rgb(vec3(r + m, g + m, b + m));
136fn oklch_to_linear_rgb(c: vec3<f32>) -> vec3<f32> {
137 let hue = c.z * PI_2;
138 return oklab_to_linear_rgb(vec3(c.x, c.y * cos(hue), c.y * sin(hue)));
141fn mix_oklch(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
142 // If the chroma is close to zero for one of the endpoints, don't interpolate
143 // the hue and instead use the hue of the other endpoint. This allows gradients that smoothly
144 // transition from black or white to a target color without passing through unrelated hues.
145 var h = a.z;
146 var g = b.z;
147 if a.y < HUE_GUARD {
148 h = g;
149 } else if b.y < HUE_GUARD {
150 g = h;
151 }
153 let hue_diff = g - h;
154 if abs(hue_diff) > 0.5 {
155 if hue_diff > 0.0 {
156 h += (hue_diff - 1.) * t;
157 } else {
158 h += (hue_diff + 1.) * t;
159 }
160 } else {
161 h += hue_diff * t;
162 }
163 return vec3(
164 mix(a.x, b.x, t),
165 mix(a.y, b.y, t),
166 fract(h),
167 );
170fn mix_oklch_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
171 var h = a.z;
172 var g = b.z;
173 if a.y < HUE_GUARD {
174 h = g;
175 } else if b.y < HUE_GUARD {
176 g = h;
177 }
179 let hue_diff = g - h;
180 if abs(hue_diff) < 0.5 {
181 if hue_diff >= 0.0 {
182 h += (hue_diff - 1.) * t;
183 } else {
184 h += (hue_diff + 1.) * t;
185 }
186 } else {
187 h += hue_diff * t;
188 }
189 return vec3(
190 mix(a.x, b.x, t),
191 mix(a.y, b.y, t),
192 fract(h),
193 );
196fn mix_hsl(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
197 // If the saturation is close to zero for one of the endpoints, don't interpolate
198 // the hue and instead use the hue of the other endpoint. This allows gradients that smoothly
199 // transition from black or white to a target color without passing through unrelated hues.
200 var h = a.x;
201 var g = b.x;
202 if a.y < HUE_GUARD {
203 h = g;
204 } else if b.y < HUE_GUARD {
205 g = h;
206 }
208 return vec3(
209 fract(h + (fract(g - h + 0.5) - 0.5) * t),
210 mix(a.y, b.y, t),
211 mix(a.z, b.z, t),
212 );
215fn mix_hsl_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
216 var h = a.x;
217 var g = b.x;
218 if a.y < HUE_GUARD {
219 h = g;
220 } else if b.y < HUE_GUARD {
221 g = h;
222 }
224 let d = fract(g - h + 0.5) - 0.5;
225 return vec3(
226 fract(h + (d + select(1., -1., 0. < d)) * t),
227 mix(a.y, b.y, t),
228 mix(a.z, b.z, t),
229 );
232fn mix_hsv(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
233 // If the saturation is close to zero for one of the endpoints, don't interpolate
234 // the hue and instead use the hue of the other endpoint. This allows gradients that smoothly
235 // transition from black or white to a target color without passing through unrelated hues.
236 var h = a.x;
237 var g = b.x;
238 if a.y < HUE_GUARD {
239 h = g;
240 } else if b.y < HUE_GUARD {
241 g = h;
242 }
244 let hue_diff = g - h;
245 if abs(hue_diff) > 0.5 {
246 if hue_diff > 0.0 {
247 h += (hue_diff - 1.0) * t;
248 } else {
249 h += (hue_diff + 1.0) * t;
250 }
251 } else {
252 h += hue_diff * t;
253 }
254 return vec3(
255 fract(h),
256 mix(a.y, b.y, t),
257 mix(a.z, b.z, t),
258 );
261fn mix_hsv_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
262 var h = a.x;
263 var g = b.x;
264 if a.y < HUE_GUARD {
265 h = g;
266 } else if b.y < HUE_GUARD {
267 g = h;
268 }
270 let hue_diff = g - h;
271 if abs(hue_diff) < 0.5 {
272 if hue_diff >= 0.0 {
273 h += (hue_diff - 1.0) * t;
274 } else {
275 h += (hue_diff + 1.0) * t;
276 }
277 } else {
278 h += hue_diff * t;
279 }
280 return vec3(
281 fract(h),
282 mix(a.y, b.y, t),
283 mix(a.z, b.z, t),
284 );
287// Converts HSV to RGB.
288//
289// Input: H ∈ [0, 2π), S ∈ [0, 1], V ∈ [0, 1].
290// Output: R ∈ [0, 1], G ∈ [0, 1], B ∈ [0, 1].
291//
292// <https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB_alternative>
293fn hsv_to_rgb(hsv: vec3<f32>) -> vec3<f32> {
294 let n = vec3(5.0, 3.0, 1.0);
295 let k = (n + hsv.x / FRAC_PI_3) % 6.0;
296 return hsv.z - hsv.z * hsv.y * max(vec3(0.0), min(k, min(4.0 - k, vec3(1.0))));
299// Converts RGB to HSV.
300//
301// Input: R ∈ [0, 1], G ∈ [0, 1], B ∈ [0, 1].
302// Output: H ∈ [0, 2π), S ∈ [0, 1], V ∈ [0, 1].
303//
304// <https://en.wikipedia.org/wiki/HSL_and_HSV#From_RGB>
305fn rgb_to_hsv(rgb: vec3<f32>) -> vec3<f32> {
306 let x_max = max(rgb.r, max(rgb.g, rgb.b)); // i.e. V
307 let x_min = min(rgb.r, min(rgb.g, rgb.b));
308 let c = x_max - x_min; // chroma
310 var swizzle = vec3<f32>(0.0);
311 if (x_max == rgb.r) {
312 swizzle = vec3(rgb.gb, 0.0);
313 } else if (x_max == rgb.g) {
314 swizzle = vec3(rgb.br, 2.0);
315 } else {
316 swizzle = vec3(rgb.rg, 4.0);
317 }
319 let h = FRAC_PI_3 * (((swizzle.x - swizzle.y) / c + swizzle.z) % 6.0);
321 // Avoid division by zero.
322 var s = 0.0;
323 if (x_max > 0.0) {
324 s = c / x_max;
325 }
327 return vec3(h, s, x_max);
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