Files
mixbox/shaders/mixbox.glsl
Ondrej Jamriska ee38da6176 add mixbox shaders
2022-09-21 05:04:32 +02:00

174 lines
5.3 KiB
GLSL

// ==========================================================
// 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