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October 15, 2021 07:39
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Found good way to convert from and to HSV in HLSL. Source - http://ploobs.com.br/?p=1499.
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float2 halfPixel; | |
float4 toAdd; | |
float4 toMultiply; | |
texture cena; | |
sampler cenaSampler = sampler_state | |
{ | |
Texture = ; | |
MinFilter = LINEAR; | |
MagFilter = LINEAR; | |
MipFilter = LINEAR; | |
AddressU = Clamp; | |
AddressV = Clamp; | |
}; | |
struct VertexShaderOutput | |
{ | |
float4 Position : POSITION0; | |
float2 TexCoord : TEXCOORD0; | |
float2 Pos : TEXCOORD1; | |
}; | |
VertexShaderOutput VShader( float4 Pos: POSITION, float2 Tex : TEXCOORD) | |
{ | |
VertexShaderOutput output; | |
output.Position = float4(Pos); | |
output.Pos = float4(Pos); | |
output.TexCoord = Tex - halfPixel; | |
return output; | |
} | |
float3 Hue(float H) | |
{ | |
float R = abs(H * 6 - 3) - 1; | |
float G = 2 - abs(H * 6 - 2); | |
float B = 2 - abs(H * 6 - 4); | |
return saturate(float3(R,G,B)); | |
} | |
float4 HSVtoRGB(in float3 HSV) | |
{ | |
return float4(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z,1); | |
} | |
float4 RGBtoHSV(in float3 RGB) | |
{ | |
float3 HSV = 0; | |
HSV.z = max(RGB.r, max(RGB.g, RGB.b)); | |
float M = min(RGB.r, min(RGB.g, RGB.b)); | |
float C = HSV.z - M; | |
if (C != 0) | |
{ | |
HSV.y = C / HSV.z; | |
float3 Delta = (HSV.z - RGB) / C; | |
Delta.rgb -= Delta.brg; | |
Delta.rg += float2(2,4); | |
if (RGB.r >= HSV.z) | |
HSV.x = Delta.b; | |
else if (RGB.g >= HSV.z) | |
HSV.x = Delta.r; | |
else | |
HSV.x = Delta.g; | |
HSV.x = frac(HSV.x / 6); | |
} | |
return float4(HSV,1); | |
} | |
float4 PShader(VertexShaderOutput input) : COLOR | |
{ | |
float4 cen = tex2D(cenaSampler ,input.TexCoord ); | |
return HSVtoRGB(toMultiply * RGBtoHSV(cen) + toAdd); | |
} | |
technique Normal | |
{ | |
pass P0 | |
{ | |
VertexShader = compile vs_3_0 VShader(); | |
PixelShader = compile ps_3_0 PShader(); | |
} | |
} |
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