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-rw-r--r--common/shaders/math/color.wgsl27
1 files changed, 0 insertions, 27 deletions
diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl
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index 9352053..0000000
--- a/common/shaders/math/color.wgsl
+++ /dev/null
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-// Common color space and tone mapping functions.
-
-// sRGB to Linear approximation
-// Note: Assumes input is in sRGB color space.
-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: 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), vec3f(0.0), vec3f(1.0));
-}
-
-// HSV to RGB conversion
-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, vec3f(0.0), vec3f(1.0)), c.y);
-}