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// Put this in a folder called "Shared" in the same location as all your shader files.
// Or, put it wherever you want and change the filepath on line 18 of Rainbow.shader.
inline fixed4 RGBtoHSL(fixed4 rgb) {
fixed4 hsl = fixed4(0.0, 0.0, 0.0, rgb.w);
fixed vMin = min(min(rgb.x, rgb.y), rgb.z);
fixed vMax = max(max(rgb.x, rgb.y), rgb.z);
fixed vDelta = vMax - vMin;
hsl.z = (vMax + vMin) / 2.0;
if (vDelta == 0.0) {
hsl.x = hsl.y = 0.0;
}
else {
if (hsl.z < 0.5) hsl.y = vDelta / (vMax + vMin);
else hsl.y = vDelta / (2.0 - vMax - vMin);
float rDelta = (((vMax - rgb.x) / 6.0) + (vDelta / 2.0)) / vDelta;
float gDelta = (((vMax - rgb.y) / 6.0) + (vDelta / 2.0)) / vDelta;
float bDelta = (((vMax - rgb.z) / 6.0) + (vDelta / 2.0)) / vDelta;
if (rgb.x == vMax) hsl.x = bDelta - gDelta;
else if (rgb.y == vMax) hsl.x = (1.0 / 3.0) + rDelta - bDelta;
else if (rgb.z == vMax) hsl.x = (2.0 / 3.0) + gDelta - rDelta;
if (hsl.x < 0.0) hsl.x += 1.0;
if (hsl.x > 1.0) hsl.x -= 1.0;
}
return hsl;
}
inline fixed hueToRGB(float v1, float v2, float vH) {
if (vH < 0.0) vH+= 1.0;
if (vH > 1.0) vH -= 1.0;
if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH);
if ((2.0 * vH) < 1.0) return (v2);
if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0);
return v1;
}
inline fixed4 HSLtoRGB(fixed4 hsl) {
fixed4 rgb = fixed4(0.0, 0.0, 0.0, hsl.w);
if (hsl.y == 0) {
rgb.xyz = hsl.zzz;
}
else {
float v1;
float v2;
if (hsl.z < 0.5) v2 = hsl.z * (1 + hsl.y);
else v2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
v1 = 2.0 * hsl.z - v2;
rgb.x = hueToRGB(v1, v2, hsl.x + (1.0 / 3.0));
rgb.y = hueToRGB(v1, v2, hsl.x);
rgb.z = hueToRGB(v1, v2, hsl.x - (1.0 / 3.0));
}
return rgb;
}