three
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JavaScript 3D library
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JavaScript
// Three.js Transpiler
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
import { int, float, vec3, If, tslFn } from '../../shadernode/ShaderNode.js';
import { add, sub, mul } from '../../math/OperatorNode.js';
import { floor, trunc, max, min } from '../../math/MathNode.js';
const mx_hsvtorgb = tslFn( ( [ hsv_immutable ] ) => {
const hsv = vec3( hsv_immutable ).toVar();
const h = float( hsv.x ).toVar();
const s = float( hsv.y ).toVar();
const v = float( hsv.z ).toVar();
If( s.lessThan( 0.0001 ), () => {
return vec3( v, v, v );
} ).else( () => {
h.assign( mul( 6.0, h.sub( floor( h ) ) ) );
const hi = int( trunc( h ) ).toVar();
const f = float( h.sub( float( hi ) ) ).toVar();
const p = float( v.mul( sub( 1.0, s ) ) ).toVar();
const q = float( v.mul( sub( 1.0, s.mul( f ) ) ) ).toVar();
const t = float( v.mul( sub( 1.0, s.mul( sub( 1.0, f ) ) ) ) ).toVar();
If( hi.equal( int( 0 ) ), () => {
return vec3( v, t, p );
} ).elseif( hi.equal( int( 1 ) ), () => {
return vec3( q, v, p );
} ).elseif( hi.equal( int( 2 ) ), () => {
return vec3( p, v, t );
} ).elseif( hi.equal( int( 3 ) ), () => {
return vec3( p, q, v );
} ).elseif( hi.equal( int( 4 ) ), () => {
return vec3( t, p, v );
} );
return vec3( v, p, q );
} );
} );
const mx_rgbtohsv = tslFn( ( [ c_immutable ] ) => {
const c = vec3( c_immutable ).toVar();
const r = float( c.x ).toVar();
const g = float( c.y ).toVar();
const b = float( c.z ).toVar();
const mincomp = float( min( r, min( g, b ) ) ).toVar();
const maxcomp = float( max( r, max( g, b ) ) ).toVar();
const delta = float( maxcomp.sub( mincomp ) ).toVar();
const h = float().toVar(), s = float().toVar(), v = float().toVar();
v.assign( maxcomp );
If( maxcomp.greaterThan( 0.0 ), () => {
s.assign( delta.div( maxcomp ) );
} ).else( () => {
s.assign( 0.0 );
} );
If( s.lessThanEqual( 0.0 ), () => {
h.assign( 0.0 );
} ).else( () => {
If( r.greaterThanEqual( maxcomp ), () => {
h.assign( g.sub( b ).div( delta ) );
} ).elseif( g.greaterThanEqual( maxcomp ), () => {
h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
} ).else( () => {
h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
} );
h.mulAssign( 1.0 / 6.0 );
If( h.lessThan( 0.0 ), () => {
h.addAssign( 1.0 );
} );
} );
return vec3( h, s, v );
} );
// layouts
mx_hsvtorgb.setLayout( {
name: 'mx_hsvtorgb',
type: 'vec3',
inputs: [
{ name: 'hsv', type: 'vec3' }
]
} );
mx_rgbtohsv.setLayout( {
name: 'mx_rgbtohsv',
type: 'vec3',
inputs: [
{ name: 'c', type: 'vec3' }
]
} );
export { mx_hsvtorgb, mx_rgbtohsv };