add mixbox shaders

This commit is contained in:
Ondrej Jamriska
2022-09-21 05:04:32 +02:00
parent 6444064661
commit ee38da6176
4 changed files with 428 additions and 0 deletions

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## GLSL Shader
```glsl
#ifdef GL_ES
precision highp float;
#endif
// uncomment the following line if you work in linear space
// #define MIXBOX_COLORSPACE_LINEAR
uniform sampler2D mixbox_lut; // bind the "mixbox_lut.png" texture here
#include "mixbox.glsl" // paste the contents of mixbox.glsl here
void main(void)
{
vec3 rgb1 = vec3(0, 0.129, 0.522); // blue
vec3 rgb2 = vec3(0.988, 0.827, 0); // yellow
float t = 0.5; // mixing ratio
vec3 rgb = mixbox_lerp(rgb1, rgb2, t);
gl_FragColor = vec4(rgb, 1.0);
}
```
```glsl
vec3 mix_three(vec3 rgb1, vec3 rgb2, vec3 rgb3)
{
mixbox_latent z1 = mixbox_rgb_to_latent(rgb1);
mixbox_latent z2 = mixbox_rgb_to_latent(rgb2);
mixbox_latent z3 = mixbox_rgb_to_latent(rgb3);
// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
mixbox_latent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
vec3 rgb_mix = mixbox_latent_to_rgb(z_mix);
return rgb_mix;
}
```
## HLSL Shader
```hlsl
// uncomment the following line if you work in linear space
// #define MIXBOX_COLORSPACE_LINEAR
Texture2D MixboxLUT; // bind the "mixbox_lut.png" texture here
SamplerState MixboxSampler; // FILTER_MIN_MAG_LINEAR_MIP_POINT
#define MIXBOX_LUT(UV) MixboxLUT.SampleLevel(MixboxSampler, UV, 0)
#include "mixbox.hlsl"
float4 PSMain() : SV_Target
{
float3 rgb1 = float3(0, 0.129, 0.522); // blue
float3 rgb2 = float3(0.988, 0.827, 0); // yellow
float t = 0.5; // mixing ratio
float3 rgb_mix = MixboxLerp(rgb1, rgb2, t);
return float4(rgb_mix, 1.0);
}
```
```hlsl
float3 MixThree(float3 rgb1, float3 rgb2, float3 rgb3)
{
MixboxLatent z1 = MixboxRGBToLatent(rgb1);
MixboxLatent z2 = MixboxRGBToLatent(rgb2);
MixboxLatent z3 = MixboxRGBToLatent(rgb3);
// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
MixboxLatent zMix = 0.3*z1 + 0.6*z2 + 0.1*z3;
float3 rgbMix = MixboxLatentToRGB(zMix);
return rgbMix;
}
```
## Pigment Colors
| Pigment | | RGB | Float RGB | Linear RGB |
| --- | --- |:----:|:----:|:----:|
| Cadmium Yellow | <img src="https://scrtwpns.com/mixbox/pigments/cadmium_yellow.png"/> | 254, 236, 0 | 0.996, 0.925, 0.0 | 0.991, 0.839, 0.0 |
| Hansa Yellow | <img src="https://scrtwpns.com/mixbox/pigments/hansa_yellow.png"/> | 252, 211, 0 | 0.988, 0.827, 0.0 | 0.973, 0.651, 0.0 |
| Cadmium Orange | <img src="https://scrtwpns.com/mixbox/pigments/cadmium_orange.png"/> | 255, 105, 0 | 1.0, 0.412, 0.0 | 1.0, 0.141, 0.0 |
| Cadmium Red | <img src="https://scrtwpns.com/mixbox/pigments/cadmium_red.png"/> | 255, 39, 2 | 1.0, 0.153, 0.008 | 1.0, 0.02, 0.001 |
| Quinacridone Magenta | <img src="https://scrtwpns.com/mixbox/pigments/quinacridone_magenta.png"/> | 128, 2, 46 | 0.502, 0.008, 0.18 | 0.216, 0.001, 0.027 |
| Cobalt Violet | <img src="https://scrtwpns.com/mixbox/pigments/cobalt_violet.png"/> | 78, 0, 66 | 0.306, 0.0, 0.259 | 0.076, 0.0, 0.054 |
| Ultramarine Blue | <img src="https://scrtwpns.com/mixbox/pigments/ultramarine_blue.png"/> | 25, 0, 89 | 0.098, 0.0, 0.349 | 0.01, 0.0, 0.1 |
| Cobalt Blue | <img src="https://scrtwpns.com/mixbox/pigments/cobalt_blue.png"/> | 0, 33, 133 | 0.0, 0.129, 0.522 | 0.0, 0.015, 0.235 |
| Phthalo Blue | <img src="https://scrtwpns.com/mixbox/pigments/phthalo_blue.png"/> | 13, 27, 68 | 0.051, 0.106, 0.267 | 0.004, 0.011, 0.058 |
| Phthalo Green | <img src="https://scrtwpns.com/mixbox/pigments/phthalo_green.png"/> | 0, 60, 50 | 0.0, 0.235, 0.196 | 0.0, 0.045, 0.032 |
| Permanent Green | <img src="https://scrtwpns.com/mixbox/pigments/permanent_green.png"/> | 7, 109, 22 | 0.027, 0.427, 0.086 | 0.002, 0.153, 0.008 |
| Sap Green | <img src="https://scrtwpns.com/mixbox/pigments/sap_green.png"/> | 107, 148, 4 | 0.42, 0.58, 0.016 | 0.147, 0.296, 0.001 |
| Burnt Sienna | <img src="https://scrtwpns.com/mixbox/pigments/burnt_sienna.png"/> | 123, 72, 0 | 0.482, 0.282, 0.0 | 0.198, 0.065, 0.0 |
## License
Copyright (c) 2022, Secret Weapons. All rights reserved.<br>
Mixbox is provided under the CC BY-NC 4.0 license for non-commercial use only.<br>
If you want to obtain commercial license, please contact: mixbox@scrtwpns.com

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// ==========================================================
// MIXBOX 2.0 (c) 2022 Secret Weapons. All rights reserved.
// License: Creative Commons Attribution-NonCommercial 4.0
// Authors: Sarka Sochorova and Ondrej Jamriska
// ==========================================================
//
// BASIC USAGE
//
// vec3 rgb = mixbox_lerp(rgb1, rgb2, t);
//
// MULTI-COLOR MIXING
//
// mixbox_latent z1 = mixbox_rgb_to_latent(rgb1);
// mixbox_latent z2 = mixbox_rgb_to_latent(rgb2);
// mixbox_latent z3 = mixbox_rgb_to_latent(rgb3);
//
// // mix 30% of rgb1, 60% of rgb2, and 10% of rgb3
// mixbox_latent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
//
// vec3 rgb_mix = mixbox_latent_to_rgb(z_mix);
//
// PIGMENT COLORS
//
// Cadmium Yellow 0.996, 0.925, 0.000
// Hansa Yellow 0.988, 0.827, 0.000
// Cadmium Orange 1.000, 0.412, 0.000
// Cadmium Red 1.000, 0.153, 0.008
// Quinacridone Magenta 0.502, 0.008, 0.180
// Cobalt Violet 0.306, 0.000, 0.259
// Ultramarine Blue 0.098, 0.000, 0.349
// Cobalt Blue 0.000, 0.129, 0.522
// Phthalo Blue 0.051, 0.106, 0.267
// Phthalo Green 0.000, 0.235, 0.196
// Permanent Green 0.027, 0.427, 0.086
// Sap Green 0.420, 0.580, 0.016
// Burnt Sienna 0.482, 0.282, 0.000
//
// LICENSING
//
// If you want to obtain commercial license, please
// contact us at: mixbox@scrtwpns.com
//
#ifndef MIXBOX_INCLUDED
#define MIXBOX_INCLUDED
#ifndef MIXBOX_LUT
#if __VERSION__ <= 120
#define MIXBOX_LUT(UV) texture2D(mixbox_lut, UV)
#else
#define MIXBOX_LUT(UV) textureLod(mixbox_lut, UV, 0.0)
#endif
#endif
#define mixbox_latent mat3
vec3 mixbox_eval_polynomial(vec3 c)
{
float c0 = c[0];
float c1 = c[1];
float c2 = c[2];
float c3 = 1.0 - (c0 + c1 + c2);
float c00 = c0 * c0;
float c11 = c1 * c1;
float c22 = c2 * c2;
float c01 = c0 * c1;
float c02 = c0 * c2;
float c12 = c1 * c2;
float c33 = c3 * c3;
return (c0*c00) * vec3(+0.07717053, +0.02826978, +0.24832992) +
(c1*c11) * vec3(+0.95912302, +0.80256528, +0.03561839) +
(c2*c22) * vec3(+0.74683774, +0.04868586, +0.00000000) +
(c3*c33) * vec3(+0.99518138, +0.99978149, +0.99704802) +
(c00*c1) * vec3(+0.04819146, +0.83363781, +0.32515377) +
(c01*c1) * vec3(-0.68146950, +1.46107803, +1.06980936) +
(c00*c2) * vec3(+0.27058419, -0.15324870, +1.98735057) +
(c02*c2) * vec3(+0.80478189, +0.67093710, +0.18424500) +
(c00*c3) * vec3(-0.35031003, +1.37855826, +3.68865000) +
(c0*c33) * vec3(+1.05128046, +1.97815239, +2.82989073) +
(c11*c2) * vec3(+3.21607125, +0.81270228, +1.03384539) +
(c1*c22) * vec3(+2.78893374, +0.41565549, -0.04487295) +
(c11*c3) * vec3(+3.02162577, +2.55374103, +0.32766114) +
(c1*c33) * vec3(+2.95124691, +2.81201112, +1.17578442) +
(c22*c3) * vec3(+2.82677043, +0.79933038, +1.81715262) +
(c2*c33) * vec3(+2.99691099, +1.22593053, +1.80653661) +
(c01*c2) * vec3(+1.87394106, +2.05027182, -0.29835996) +
(c01*c3) * vec3(+2.56609566, +7.03428198, +0.62575374) +
(c02*c3) * vec3(+4.08329484, -1.40408358, +2.14995522) +
(c12*c3) * vec3(+6.00078678, +2.55552042, +1.90739502);
}
float mixbox_srgb_to_linear(float x)
{
return (x >= 0.04045) ? pow((x + 0.055) / 1.055, 2.4) : x/12.92;
}
float mixbox_linear_to_srgb(float x)
{
return (x >= 0.0031308) ? 1.055*pow(x, 1.0/2.4) - 0.055 : 12.92*x;
}
vec3 mixbox_srgb_to_linear(vec3 rgb)
{
return vec3(mixbox_srgb_to_linear(rgb.r),
mixbox_srgb_to_linear(rgb.g),
mixbox_srgb_to_linear(rgb.b));
}
vec3 mixbox_linear_to_srgb(vec3 rgb)
{
return vec3(mixbox_linear_to_srgb(rgb.r),
mixbox_linear_to_srgb(rgb.g),
mixbox_linear_to_srgb(rgb.b));
}
mixbox_latent mixbox_rgb_to_latent(vec3 rgb)
{
#ifdef MIXBOX_COLORSPACE_LINEAR
rgb = mixbox_linear_to_srgb(clamp(rgb, 0.0, 1.0));
#else
rgb = clamp(rgb, 0.0, 1.0);
#endif
float x = rgb.r * 63.0;
float y = rgb.g * 63.0;
float z = rgb.b * 63.0;
float iz = floor(z);
float x0 = mod(iz, 8.0) * 64.0;
float y0 = floor(iz / 8.0) * 64.0;
float x1 = mod(iz + 1.0, 8.0) * 64.0;
float y1 = floor((iz + 1.0) / 8.0) * 64.0;
vec2 uv0 = vec2(x0 + x + 0.5, y0 + y + 0.5) / 512.0;
vec2 uv1 = vec2(x1 + x + 0.5, y1 + y + 0.5) / 512.0;
if (MIXBOX_LUT(vec2(0.5, 0.5) / 512.0).b < 0.1)
{
uv0.y = 1.0 - uv0.y;
uv1.y = 1.0 - uv1.y;
}
vec3 c = mix(MIXBOX_LUT(uv0).rgb, MIXBOX_LUT(uv1).rgb, z - iz);
return mixbox_latent(c, rgb - mixbox_eval_polynomial(c), vec3(0.0));
}
vec3 mixbox_latent_to_rgb(mixbox_latent latent)
{
vec3 rgb = clamp(mixbox_eval_polynomial(latent[0]) + latent[1], 0.0, 1.0);
#ifdef MIXBOX_COLORSPACE_LINEAR
return mixbox_srgb_to_linear(rgb);
#else
return rgb;
#endif
}
vec3 mixbox_lerp(vec3 color1, vec3 color2, float t)
{
return mixbox_latent_to_rgb((1.0-t)*mixbox_rgb_to_latent(color1) + t*mixbox_rgb_to_latent(color2));
}
vec4 mixbox_lerp(vec4 color1, vec4 color2, float t)
{
return vec4(mixbox_lerp(color1.rgb, color2.rgb, t), mix(color1.a, color2.a, t));
}
#endif

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// ==========================================================
// MIXBOX 2.0 (c) 2022 Secret Weapons. All rights reserved.
// License: Creative Commons Attribution-NonCommercial 4.0
// Authors: Sarka Sochorova and Ondrej Jamriska
// ==========================================================
//
// BASIC USAGE
//
// float3 rgb = MixboxLerp(rgb1, rgb2, t);
//
// MULTI-COLOR MIXING
//
// MixboxLatent z1 = MixboxRGBToLatent(rgb1);
// MixboxLatent z2 = MixboxRGBToLatent(rgb2);
// MixboxLatent z3 = MixboxRGBToLatent(rgb3);
//
// // mix 30% of rgb1, 60% of rgb2, and 10% of rgb3
// MixboxLatent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
//
// float3 rgb_mix = MixboxLatentToRGB(z_mix);
//
// PIGMENT COLORS
//
// Cadmium Yellow 0.996, 0.925, 0.000
// Hansa Yellow 0.988, 0.827, 0.000
// Cadmium Orange 1.000, 0.412, 0.000
// Cadmium Red 1.000, 0.153, 0.008
// Quinacridone Magenta 0.502, 0.008, 0.180
// Cobalt Violet 0.306, 0.000, 0.259
// Ultramarine Blue 0.098, 0.000, 0.349
// Cobalt Blue 0.000, 0.129, 0.522
// Phthalo Blue 0.051, 0.106, 0.267
// Phthalo Green 0.000, 0.235, 0.196
// Permanent Green 0.027, 0.427, 0.086
// Sap Green 0.420, 0.580, 0.016
// Burnt Sienna 0.482, 0.282, 0.000
//
// LICENSING
//
// If you want to obtain commercial license, please
// contact us at: mixbox@scrtwpns.com
//
#ifndef MIXBOX_INCLUDED
#define MIXBOX_INCLUDED
#ifndef MIXBOX_LUT
#define MIXBOX_LUT(UV) MixboxLUT.SampleLevel(MixboxSampler, UV, 0)
#endif
typedef float3x3 MixboxLatent;
float3 MixboxEvalPolynomial(float3 c)
{
float c0 = c[0];
float c1 = c[1];
float c2 = c[2];
float c3 = 1.0 - (c0 + c1 + c2);
float c00 = c0 * c0;
float c11 = c1 * c1;
float c22 = c2 * c2;
float c01 = c0 * c1;
float c02 = c0 * c2;
float c12 = c1 * c2;
float c33 = c3 * c3;
return (c0*c00) * float3(+0.07717053, +0.02826978, +0.24832992) +
(c1*c11) * float3(+0.95912302, +0.80256528, +0.03561839) +
(c2*c22) * float3(+0.74683774, +0.04868586, +0.00000000) +
(c3*c33) * float3(+0.99518138, +0.99978149, +0.99704802) +
(c00*c1) * float3(+0.04819146, +0.83363781, +0.32515377) +
(c01*c1) * float3(-0.68146950, +1.46107803, +1.06980936) +
(c00*c2) * float3(+0.27058419, -0.15324870, +1.98735057) +
(c02*c2) * float3(+0.80478189, +0.67093710, +0.18424500) +
(c00*c3) * float3(-0.35031003, +1.37855826, +3.68865000) +
(c0*c33) * float3(+1.05128046, +1.97815239, +2.82989073) +
(c11*c2) * float3(+3.21607125, +0.81270228, +1.03384539) +
(c1*c22) * float3(+2.78893374, +0.41565549, -0.04487295) +
(c11*c3) * float3(+3.02162577, +2.55374103, +0.32766114) +
(c1*c33) * float3(+2.95124691, +2.81201112, +1.17578442) +
(c22*c3) * float3(+2.82677043, +0.79933038, +1.81715262) +
(c2*c33) * float3(+2.99691099, +1.22593053, +1.80653661) +
(c01*c2) * float3(+1.87394106, +2.05027182, -0.29835996) +
(c01*c3) * float3(+2.56609566, +7.03428198, +0.62575374) +
(c02*c3) * float3(+4.08329484, -1.40408358, +2.14995522) +
(c12*c3) * float3(+6.00078678, +2.55552042, +1.90739502);
}
float3 MixboxSRGBToLinear(float3 rgb)
{
return (rgb >= 0.04045) ? pow((abs(rgb) + 0.055) / 1.055, 2.4) : rgb/12.92;
}
float3 MixboxLinearToSRGB(float3 rgb)
{
return (rgb >= 0.0031308) ? 1.055*pow(abs(rgb), 1.0/2.4) - 0.055 : 12.92*rgb;
}
MixboxLatent MixboxRGBToLatent(float3 rgb)
{
#ifdef MIXBOX_COLORSPACE_LINEAR
rgb = MixboxLinearToSRGB(saturate(rgb));
#else
rgb = saturate(rgb);
#endif
float x = rgb.r * 63.0;
float y = rgb.g * 63.0;
float z = rgb.b * 63.0;
float iz = floor(z);
float x0 = fmod(iz, 8.0) * 64.0;
float y0 = floor(iz / 8.0) * 64.0;
float x1 = fmod(iz + 1.0, 8.0) * 64.0;
float y1 = floor((iz + 1.0) / 8.0) * 64.0;
float2 uv0 = float2(x0 + x + 0.5, 512.0 - (y0 + y + 0.5)) / 512.0;
float2 uv1 = float2(x1 + x + 0.5, 512.0 - (y1 + y + 0.5)) / 512.0;
if (MIXBOX_LUT(float2(0.5, 0.5) / 512.0).b > 0.1)
{
uv0.y = 1.0 - uv0.y;
uv1.y = 1.0 - uv1.y;
}
float3 c = lerp(MIXBOX_LUT(uv0).rgb, MIXBOX_LUT(uv1).rgb, z - iz);
return MixboxLatent(c, rgb - MixboxEvalPolynomial(c), 0.0, 0.0, 0.0);
}
float3 MixboxLatentToRGB(MixboxLatent latent)
{
float3 rgb = saturate(MixboxEvalPolynomial(latent[0]) + latent[1]);
#ifdef MIXBOX_COLORSPACE_LINEAR
return MixboxSRGBToLinear(rgb);
#else
return rgb;
#endif
}
float3 MixboxLerp(float3 color1, float3 color2, float t)
{
return MixboxLatentToRGB((1.0-t)*MixboxRGBToLatent(color1) + t*MixboxRGBToLatent(color2));
}
float4 MixboxLerp(float4 color1, float4 color2, float t)
{
return float4(MixboxLerp(color1.rgb, color2.rgb, t), lerp(color1.a, color2.a, t));
}
#endif

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