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fgdata/Shaders/HDR/color.glsl

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#version 330 core
/*
* Transform an sRGB color to linear sRGB.
*/
vec3 eotf_inverse_sRGB(vec3 srgb)
{
vec3 a = srgb / 12.92;
vec3 b = pow((srgb + 0.055) / 1.055, vec3(2.4));
vec3 c = step(vec3(0.04045), srgb);
return mix(a, b, c);
}
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float eotf_inverse_sRGB_component(float srgb)
{
float a = srgb / 12.92;
float b = pow((srgb + 0.055) / 1.055, 2.4);
float c = step(0.04045, srgb);
return mix(a, b, c);
}
/*
* Transform a linear sRGB color to sRGB (gamma correction).
*/
vec3 eotf_sRGB(vec3 linear_srgb)
{
vec3 a = 12.92 * linear_srgb;
vec3 b = 1.055 * pow(linear_srgb, vec3(1.0 / 2.4)) - 0.055;
vec3 c = step(vec3(0.0031308), linear_srgb);
return mix(a, b, c);
}
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float eotf_sRGB_component(float linear_srgb)
{
float a = 12.92 * linear_srgb;
float b = 1.055 * pow(linear_srgb, 1.0 / 2.4) - 0.055;
float c = step(0.0031308, linear_srgb);
return mix(a, b, c);
}
float linear_srgb_to_luminance(vec3 color)
{
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
float srgb_to_luminance(vec3 color)
{
vec3 linear = eotf_inverse_sRGB(color);
float lum = linear_srgb_to_luminance(linear);
return eotf_sRGB_component(lum);
}