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three

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JavaScript 3D library

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import { dot, max, mix } from '../math/MathNode.js'; import { add } from '../math/OperatorNode.js'; import { Fn, If, float, vec3, vec4 } from '../tsl/TSLBase.js'; import { ColorManagement } from '../../math/ColorManagement.js'; import { Vector3 } from '../../math/Vector3.js'; import { LinearSRGBColorSpace } from '../../constants.js'; /** * Computes a grayscale value for the given RGB color value. * * @tsl * @function * @param {Node<vec3>} color - The color value to compute the grayscale for. * @return {Node<vec3>} The grayscale color. */ export const grayscale = /*@__PURE__*/ Fn( ( [ color ] ) => { return luminance( color.rgb ); } ); /** * Super-saturates or desaturates the given RGB color. * * @tsl * @function * @param {Node<vec3>} color - The input color. * @param {Node<float>} [adjustment=1] - Specifies the amount of the conversion. A value under `1` desaturates the color, a value over `1` super-saturates it. * @return {Node<vec3>} The saturated color. */ export const saturation = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => { return adjustment.mix( luminance( color.rgb ), color.rgb ); } ); /** * Selectively enhance the intensity of less saturated RGB colors. Can result * in a more natural and visually appealing image with enhanced color depth * compared to {@link ColorAdjustment#saturation}. * * @tsl * @function * @param {Node<vec3>} color - The input color. * @param {Node<float>} [adjustment=1] - Controls the intensity of the vibrance effect. * @return {Node<vec3>} The updated color. */ export const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => { const average = add( color.r, color.g, color.b ).div( 3.0 ); const mx = color.r.max( color.g.max( color.b ) ); const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 ); return mix( color.rgb, mx, amt ); } ); /** * Updates the hue component of the given RGB color while preserving its luminance and saturation. * * @tsl * @function * @param {Node<vec3>} color - The input color. * @param {Node<float>} [adjustment=1] - Defines the degree of hue rotation in radians. A positive value rotates the hue clockwise, while a negative value rotates it counterclockwise. * @return {Node<vec3>} The updated color. */ export const hue = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => { const k = vec3( 0.57735, 0.57735, 0.57735 ); const cosAngle = adjustment.cos(); return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) ); } ); /** * Computes the luminance for the given RGB color value. * * @tsl * @function * @param {Node<vec3>} color - The color value to compute the luminance for. * @param {?Node<vec3>} luminanceCoefficients - The luminance coefficients. By default predefined values of the current working color space are used. * @return {Node<vec3>} The luminance. */ export const luminance = ( color, luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3() ) ) ) => dot( color, luminanceCoefficients ); /** * Color Decision List (CDL) v1.2 * * Compact representation of color grading information, defined by slope, offset, power, and * saturation. The CDL should be typically be given input in a log space (such as LogC, ACEScc, * or AgX Log), and will return output in the same space. Output may require clamping >=0. * * @tsl * @function * @param {Node<vec4>} color Input (-Infinity < input < +Infinity) * @param {Node<vec3>} slope Slope (0 ≤ slope < +Infinity) * @param {Node<vec3>} offset Offset (-Infinity < offset < +Infinity; typically -1 < offset < 1) * @param {Node<vec3>} power Power (0 < power < +Infinity) * @param {Node<float>} saturation Saturation (0 ≤ saturation < +Infinity; typically 0 ≤ saturation < 4) * @param {Node<vec3>} luminanceCoefficients Luminance coefficients for saturation term, typically Rec. 709 * @return {Node<vec4>} Output, -Infinity < output < +Infinity * * References: * - ASC CDL v1.2 * - {@link https://blender.stackexchange.com/a/55239/43930} * - {@link https://docs.acescentral.com/specifications/acescc/} */ export const cdl = /*@__PURE__*/ Fn( ( [ color, slope = vec3( 1 ), offset = vec3( 0 ), power = vec3( 1 ), saturation = float( 1 ), // ASC CDL v1.2 explicitly requires Rec. 709 luminance coefficients. luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3(), LinearSRGBColorSpace ) ) ] ) => { // NOTE: The ASC CDL v1.2 defines a [0, 1] clamp on the slope+offset term, and another on the // saturation term. Per the ACEScc specification and Filament, limits may be omitted to support // values outside [0, 1], requiring a workaround for negative values in the power expression. const luma = color.rgb.dot( vec3( luminanceCoefficients ) ); const v = max( color.rgb.mul( slope ).add( offset ), 0.0 ).toVar(); const pv = v.pow( power ).toVar(); If( v.r.greaterThan( 0.0 ), () => { v.r.assign( pv.r ); } ); // eslint-disable-line If( v.g.greaterThan( 0.0 ), () => { v.g.assign( pv.g ); } ); // eslint-disable-line If( v.b.greaterThan( 0.0 ), () => { v.b.assign( pv.b ); } ); // eslint-disable-line v.assign( luma.add( v.sub( luma ).mul( saturation ) ) ); return vec4( v.rgb, color.a ); } );