Created
June 3, 2014 13:31
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RGB to HSV and vice versa (in shaders)
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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)); | |
} | |
float3 HSVtoRGB(in float3 HSV) | |
{ | |
return ((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z; | |
} | |
float3 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 HSV; | |
} | |
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