#include "/var/color.glsl" #define colorMode 1 // [0 1 2 3 4] #define firstBits 2 // [0 1 2 3 4 5 6 7 8] #define secondBits 2 // [0 1 2 3 4 5 6 7 8] #define thirdBits 2 // [0 1 2 3 4 5 6 7 8] #define monoPalette 0 // [0 1 2 3] float bit_max(int bits) { return pow(2, bits); } float firstMax = bit_max(firstBits); #if colorMode == COLOR_MONO float secondMax = firstMax; float thirdMax = firstMax; #else float secondMax = bit_max(secondBits); float thirdMax = bit_max(thirdBits); #endif #if monoPalette == MONO_BW vec3 monoHigh = vec3(1); vec3 monoLow = vec3(0); #elif monoPalette == MONO_DAMEGAME vec3 monoHigh = vec3(0.31, 0.40, 0.03); vec3 monoLow = vec3(0.17, 0.29, 0.13); #elif monoPalette == MONO_MOTIONSICK vec3 monoHigh = vec3(1, 0, 0); vec3 monoLow = vec3(0); #elif monoPalette == MONO_NOIR vec3 monoHigh = vec3(0.73, 0.67, 0.55); vec3 monoLow = vec3(0.26, 0.23, 0.19); #endif float luminance(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } vec3 toHsv(vec3 rgb) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g)); vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 fromHsv(vec3 hsv) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(hsv.xxx + K.xyz) * 6 - K.www); return hsv.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), hsv.y); } vec3 toYiq(vec3 rgb) { float y = luminance(rgb); float i = dot(rgb, vec3(0.596, -.274, -.322)); float q = dot(rgb, vec3(0.211, -.523, 0.312)); return vec3(y, i, q); } vec3 fromYiq(vec3 yiq) { float r = dot(yiq, vec3(1, 0.956, 0.619)); float g = dot(yiq, vec3(1, -.272, -.674)); float b = dot(yiq, vec3(1, -1.106, 1.703)); return vec3(r, g, b); } vec3 toYuv(vec3 rgb) { float y = luminance(rgb); float u = 0.492 * (rgb.b - y); float v = 0.877 * (rgb.r - y); return vec3(y, u, v); } vec3 fromYuv(vec3 yuv) { float r = yuv.x + (1.140 * yuv.z); float g = yuv.x - (0.395 * yuv.y) - (0.581 * yuv.z); float b = yuv.x + (2.033 * yuv.y); return vec3(r, g, b); } vec3 toMono(vec3 rgb) { float luma = luminance(rgb); return vec3(luma, luma, luma); } vec3 fromMono(vec3 mono) { return (mono.x * (monoHigh - monoLow)) + monoLow; } vec3 to(vec3 rgb) { #if colorMode == COLOR_RGB return rgb; #elif colorMode == COLOR_HSV return toHsv(rgb); #elif colorMode == COLOR_YIQ return toYiq(rgb); #elif colorMode == COLOR_YUV return toYuv(rgb); #elif colorMode == COLOR_MONO return toMono(rgb); #endif } vec3 from(vec3 color) { #if colorMode == COLOR_RGB return color; #elif colorMode == COLOR_HSV return fromHsv(color); #elif colorMode == COLOR_YIQ return fromYiq(color); #elif colorMode == COLOR_YUV return fromYuv(color); #elif colorMode == COLOR_MONO return fromMono(color); #endif }