vec3 rgb2yuv(vec3 val) { return clamp( vec3( (0.257 * val.r) + (0.504 * val.g) + (0.098 * val.b) + 0.0625, -(0.148 * val.r) - (0.291 * val.g) + (0.439 * val.b) + 0.5, (0.439 * val.r) - (0.368 * val.g) - (0.071 * val.b) + 0.5 ), 0.0, 1.0); } vec3 yuv2rgb(vec3 val) { val -= vec3(0.0625, 0.5, 0.5); return clamp( vec3( (1.164 * val.r) + (1.596 * val.b), (1.164 * val.r) - (0.391 * val.g) - (0.813 * val.b), (1.164 * val.r) + (2.018 * val.g) ), 0.0, 1.0); } vec3 rgb2hsl( vec3 col ) { float red = col.r; float green = col.g; float blue = col.b; float minc = min( col.r, min( col.g, col.b )); float maxc = max( col.r, max( col.g, col.b )); float delta = maxc - minc; float lum = (minc + maxc) * 0.5; float sat = 0.0; float hue = 0.0; if (lum > 0.0 && lum < 1.0) { float mul = (lum < 0.5) ? (lum) : (1.0-lum); sat = delta / (mul * 2.0); } vec3 masks = vec3( (maxc == red && maxc != green) ? 1.0 : 0.0, (maxc == green && maxc != blue) ? 1.0 : 0.0, (maxc == blue && maxc != red) ? 1.0 : 0.0 ); vec3 adds = vec3( ((green - blue ) / delta), 2.0 + ((blue - red ) / delta), 4.0 + ((red - green) / delta) ); float deltaGtz = (delta > 0.0) ? 1.0 : 0.0; hue += dot( adds, masks ); hue *= deltaGtz; hue /= 6.0; if (hue < 0.0) hue += 1.0; return vec3( hue, sat, lum ); } vec3 hsl2rgb( vec3 col ) { const float onethird = 1.0 / 3.0; const float twothird = 2.0 / 3.0; const float rcpsixth = 6.0; float hue = col.x; float sat = col.y; float lum = col.z; vec3 xt = vec3( rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue) ); if (hue < twothird) { xt.r = 0.0; xt.g = rcpsixth * (twothird - hue); xt.b = rcpsixth * (hue - onethird); } if (hue < onethird) { xt.r = rcpsixth * (onethird - hue); xt.g = rcpsixth * hue; xt.b = 0.0; } xt = min( xt, 1.0 ); float sat2 = 2.0 * sat; float satinv = 1.0 - sat; float luminv = 1.0 - lum; float lum2m1 = (2.0 * lum) - 1.0; vec3 ct = (sat2 * xt) + satinv; vec3 rgb; if (lum >= 0.5) { rgb = (luminv * ct) + lum2m1; } else { rgb = lum * ct; } return rgb; }