Add better documentation of value ranges in oklab and oklch

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ChaoticByte 2025-03-31 21:24:43 +02:00
parent 560e455cd2
commit bf1c1327ac
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@ -12,6 +12,8 @@
#include "./common.gdshaderinc"
vec4 rgb2oklab(vec4 c) {
// oklab.x and .y (a and b) should range from -0.5 to 0.5
float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
@ -29,6 +31,8 @@ vec4 rgb2oklab(vec4 c) {
}
vec4 oklab2rgb(vec4 c) {
// oklab.x and .y (a and b) should range from -0.5 to 0.5
float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
@ -46,6 +50,7 @@ vec4 oklab2rgb(vec4 c) {
}
vec4 oklab2oklch(vec4 c) {
// oklch.z (hue) ranges from -3.6 to 3.6
return vec4(
c.x,
sqrt((c.y * c.y) + (c.z * c.z)),
@ -55,6 +60,7 @@ vec4 oklab2oklch(vec4 c) {
}
vec4 oklch2oklab(vec4 c) {
// oklch.z (hue) ranges from -3.6 to 3.6
return vec4(
c.x,
c.y * cos(c.z),