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https://github.com/scrtwpns/mixbox.git
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171 lines
5.8 KiB
Markdown
171 lines
5.8 KiB
Markdown
## GLSL Shader
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```glsl
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#ifdef GL_ES
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precision highp float;
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#endif
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// uncomment the following line if you work in linear space
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// #define MIXBOX_COLORSPACE_LINEAR
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uniform sampler2D mixbox_lut; // bind the "mixbox_lut.png" texture here
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#include "mixbox.glsl" // paste the contents of mixbox.glsl here
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void main(void)
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{
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vec3 rgb1 = vec3(0, 0.129, 0.522); // blue
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vec3 rgb2 = vec3(0.988, 0.827, 0); // yellow
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float t = 0.5; // mixing ratio
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vec3 rgb = mixbox_lerp(rgb1, rgb2, t);
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gl_FragColor = vec4(rgb, 1.0);
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}
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```
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```glsl
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vec3 mix_three(vec3 rgb1, vec3 rgb2, vec3 rgb3)
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{
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mixbox_latent z1 = mixbox_rgb_to_latent(rgb1);
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mixbox_latent z2 = mixbox_rgb_to_latent(rgb2);
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mixbox_latent z3 = mixbox_rgb_to_latent(rgb3);
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// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
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mixbox_latent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
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vec3 rgb_mix = mixbox_latent_to_rgb(z_mix);
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return rgb_mix;
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}
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```
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## HLSL Shader
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```hlsl
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// uncomment the following line if you work in linear space
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// #define MIXBOX_COLORSPACE_LINEAR
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Texture2D MixboxLUT; // bind the "mixbox_lut.png" texture here
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SamplerState MixboxSampler; // FILTER_MIN_MAG_LINEAR_MIP_POINT
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#define MIXBOX_LUT(UV) MixboxLUT.SampleLevel(MixboxSampler, UV, 0)
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#include "mixbox.hlsl"
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float4 PSMain() : SV_Target
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{
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float3 rgb1 = float3(0, 0.129, 0.522); // blue
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float3 rgb2 = float3(0.988, 0.827, 0); // yellow
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float t = 0.5; // mixing ratio
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float3 rgb_mix = MixboxLerp(rgb1, rgb2, t);
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return float4(rgb_mix, 1.0);
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}
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```
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```hlsl
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float3 MixThree(float3 rgb1, float3 rgb2, float3 rgb3)
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{
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MixboxLatent z1 = MixboxRGBToLatent(rgb1);
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MixboxLatent z2 = MixboxRGBToLatent(rgb2);
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MixboxLatent z3 = MixboxRGBToLatent(rgb3);
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// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
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MixboxLatent zMix = 0.3*z1 + 0.6*z2 + 0.1*z3;
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float3 rgbMix = MixboxLatentToRGB(zMix);
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return rgbMix;
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}
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```
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## Metal Shader
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```metal
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#include <metal_stdlib>
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using namespace metal;
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// uncomment the following line if you work in linear space
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// #define MIXBOX_COLORSPACE_LINEAR
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#include "mixbox.metal"
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fragment float4 // load "mixbox_lut.png" into texture 0
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fragment_main(texture2d<float> mixbox_lut [[texture(0)]])
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{
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float3 rgb1 = float3(0, 0.129, 0.522); // blue
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float3 rgb2 = float3(0.988, 0.827, 0); // yellow
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float t = 0.5; // mixing ratio
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float3 rgb_mix = mixbox_lerp(mixbox_lut, rgb1, rgb2, t);
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return float4(rgb_mix, 1.0);
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}
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```
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```metal
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float3 mix_three(texture2d<float> mixbox_lut,
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float3 rgb1, float3 rgb2, float3 rgb3)
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{
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mixbox_latent z1 = mixbox_rgb_to_latent(mixbox_lut, rgb1);
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mixbox_latent z2 = mixbox_rgb_to_latent(mixbox_lut, rgb2);
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mixbox_latent z3 = mixbox_rgb_to_latent(mixbox_lut, rgb3);
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// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
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mixbox_latent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
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float3 rgb_mix = mixbox_latent_to_rgb(z_mix);
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return rgb_mix;
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}
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```
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## OSL Shader
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```c
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#include "mixbox.osl"
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shader mix(
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color rgb1 = color(0.0, 0.015, 0.235), // blue
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color rgb2 = color(0.973, 0.651, 0.0), // yellow
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float t = 0.5, // mixing ratio
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output color rgb_mix = 0
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)
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{
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rgb_mix = mixbox_lerp(rgb1, rgb2, t);
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}
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```
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```c
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color mix_three(color rgb1, color rgb2, color rgb3)
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{
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mixbox_latent z1 = mixbox_rgb_to_latent(rgb1);
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mixbox_latent z2 = mixbox_rgb_to_latent(rgb2);
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mixbox_latent z3 = mixbox_rgb_to_latent(rgb3);
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// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
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mixbox_latent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
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color rgb_mix = mixbox_latent_to_rgb(z_mix);
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return rgb_mix;
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}
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```
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## Pigment Colors
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| Pigment | | RGB | Float RGB | Linear RGB |
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| --- | --- |:----:|:----:|:----:|
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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## License
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Copyright (c) 2022, Secret Weapons. All rights reserved.<br>
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Mixbox is provided under the CC BY-NC 4.0 license for non-commercial use only.<br>
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If you want to obtain commercial license, please contact: mixbox@scrtwpns.com
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