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/**
* @file srgbF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
bvec3 lte = lessThanEqual(cs,vec3(0.04045));
#ifdef OLD_SELECT
vec3 result;
result.r = lte.r ? low_range.r : high_range.r;
result.g = lte.g ? low_range.g : high_range.g;
result.b = lte.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lte);
#endif
}
vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
bvec3 lt = lessThan(cl,vec3(0.0031308));
#ifdef OLD_SELECT
vec3 result;
result.r = lt.r ? low_range.r : high_range.r;
result.g = lt.g ? low_range.g : high_range.g;
result.b = lt.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lt);
#endif
}
vec3 ColorFromRadiance(vec3 radiance)
{
return vec3(1.0) - exp(-radiance * 0.0001);
}
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
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