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Diffstat (limited to 'common/shaders/math/color.wgsl')
| -rw-r--r-- | common/shaders/math/color.wgsl | 27 |
1 files changed, 0 insertions, 27 deletions
diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl deleted file mode 100644 index 9352053..0000000 --- a/common/shaders/math/color.wgsl +++ /dev/null @@ -1,27 +0,0 @@ -// 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); -} |
