/* OkLab and OkLCh For more details on oklab, see - https://bottosson.github.io/posts/oklab/ - https://en.wikipedia.org/wiki/Oklab_color_space Color space conversion functions always work with vec4. The fourth value is always alpha. */ #include "./common.gdshaderinc" vec4 rgb2oklab(vec4 c) { 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; float l_ = cbrt(l); float m_ = cbrt(m); float s_ = cbrt(s); return vec4( 0.2104542553f*l_ + 0.7936177850f*m_ - 0.0040720468f*s_, 1.9779984951f*l_ - 2.4285922050f*m_ + 0.4505937099f*s_, 0.0259040371f*l_ + 0.7827717662f*m_ - 0.8086757660f*s_, c.a ); } vec4 oklab2rgb(vec4 c) { 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; float l = l_*l_*l_; float m = m_*m_*m_; float s = s_*s_*s_; return vec4( +4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s, -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s, -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s, c.a ); } vec4 oklab2oklch(vec4 c) { return vec4( c.x, sqrt((c.y * c.y) + (c.z * c.z)), atan(c.z, c.y), c.a ); } vec4 oklch2oklab(vec4 c) { return vec4( c.x, c.y * cos(c.z), c.y * sin(c.z), c.a ); }