diff options
Diffstat (limited to 'common/shaders/math/color.wgsl')
| -rw-r--r-- | common/shaders/math/color.wgsl | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl index b63c915..9352053 100644 --- a/common/shaders/math/color.wgsl +++ b/common/shaders/math/color.wgsl @@ -2,26 +2,26 @@ // sRGB to Linear approximation // Note: Assumes input is in sRGB color space. -fn sRGB(t: vec3<f32>) -> vec3<f32> { - return mix(1.055 * pow(t, vec3<f32>(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3<f32>(0.0031308))); +fn sRGB(t: vec3f) -> vec3f { + return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308))); } // ACES Filmic Tone Mapping (Approximate) // A common tone mapping algorithm used in games and film. -fn aces_approx(v_in: vec3<f32>) -> vec3<f32> { - var v = max(v_in, vec3<f32>(0.0)); +fn aces_approx(v_in: vec3f) -> vec3f { + var v = max(v_in, vec3f(0.0)); v *= 0.6; let a = 2.51; let b = 0.03; let c = 2.43; let d = 0.59; let e = 0.14; - return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3<f32>(0.0), vec3<f32>(1.0)); + return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0)); } // HSV to RGB conversion -const hsv2rgb_K = vec4<f32>(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -fn hsv2rgb(c: vec3<f32>) -> vec3<f32> { +const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); +fn hsv2rgb(c: vec3f) -> vec3f { let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www); - return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3<f32>(0.0), vec3<f32>(1.0)), c.y); + return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y); } |
