Port the HSL UV shader

This commit is contained in:
Kovid Goyal
2026-07-02 10:40:15 +05:30
parent c1a36a844f
commit 67429d8034

216
kitty/shaders/hsluv.slang Normal file
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#language slang 2026
// Copyright (C) 2026 Kovid Goyal <kovid at kovidgoyal.net>
// Distributed under terms of the GPLv3 license.
module hsluv;
// Helper Functions
float divide(float num, float denom) {
return num / (abs(denom) + 1e-15) * sign(denom);
}
float3 divide(float3 num, float3 denom) {
return num / (abs(denom) + 1e-15) * sign(denom);
}
float3 hsluv_intersectLineLine(float3 line1x, float3 line1y, float3 line2x, float3 line2y) {
return (line1y - line2y) / (line2x - line1x);
}
float3 hsluv_distanceFromPole(float3 pointx, float3 pointy) {
return sqrt(pointx * pointx + pointy * pointy);
}
float3 hsluv_lengthOfRayUntilIntersect(float theta, float3 x, float3 y) {
float3 len = divide(y, sin(theta) - x * cos(theta));
len = lerp(len, (float3)1000.0, step(len, (float3)0.0));
return len;
}
float hsluv_maxSafeChromaForL(float L) {
// Transposed from GLSL column-major constructor to Slang row-major layout
float3x3 m2 = float3x3(
3.2409699419045214, -1.5373831775700935, -0.49861076029300328,
-0.96924363628087983, 1.8759675015077207, 0.041555057407175613,
0.055630079696993609,-0.20397695888897657, 1.0569715142428786
);
float sub0 = L + 16.0;
float sub1 = sub0 * sub0 * sub0 * 0.000000641;
float sub2 = lerp(L / 903.2962962962963, sub1, step(0.0088564516790356308, sub1));
float3 top1 = (284517.0 * m2[0] - 94839.0 * m2[2]) * sub2;
float3 bottom = (632260.0 * m2[2] - 126452.0 * m2[1]) * sub2;
float3 top2 = (838422.0 * m2[2] + 769860.0 * m2[1] + 731718.0 * m2[0]) * L * sub2;
float3 bounds0x = top1 / bottom;
float3 bounds0y = top2 / bottom;
float3 bounds1x = top1 / (bottom + 126452.0);
float3 bounds1y = (top2 - 769860.0 * L) / (bottom + 126452.0);
float3 xs0 = hsluv_intersectLineLine(bounds0x, bounds0y, -1.0 / bounds0x, (float3)0.0);
float3 xs1 = hsluv_intersectLineLine(bounds1x, bounds1y, -1.0 / bounds1x, (float3)0.0);
float3 lengths0 = hsluv_distanceFromPole(xs0, bounds0y + xs0 * bounds0x);
float3 lengths1 = hsluv_distanceFromPole(xs1, bounds1y + xs1 * bounds1x);
return min(lengths0.x,
min(lengths1.x,
min(lengths0.y,
min(lengths1.y,
min(lengths0.z,
lengths1.z)))));
}
float hsluv_maxChromaForLH(float L, float H) {
float hrad = radians(H);
// Transposed from GLSL column-major constructor to Slang row-major layout
float3x3 m2 = float3x3(
3.2409699419045214, -1.5373831775700935, -0.49861076029300328,
-0.96924363628087983, 1.8759675015077207, 0.041555057407175613,
0.055630079696993609,-0.20397695888897657, 1.0569715142428786
);
float sub1 = pow(L + 16.0, 3.0) / 1560896.0;
float sub2 = lerp(L / 903.2962962962963, sub1, step(0.0088564516790356308, sub1));
float3 top1 = (284517.0 * m2[0] - 94839.0 * m2[2]) * sub2;
float3 bottom = (632260.0 * m2[2] - 126452.0 * m2[1]) * sub2;
float3 top2 = (838422.0 * m2[2] + 769860.0 * m2[1] + 731718.0 * m2[0]) * L * sub2;
float3 bound0x = top1 / bottom;
float3 bound0y = top2 / bottom;
float3 bound1x = top1 / (bottom + 126452.0);
float3 bound1y = (top2 - 769860.0 * L) / (bottom + 126452.0);
float3 lengths0 = hsluv_lengthOfRayUntilIntersect(hrad, bound0x, bound0y);
float3 lengths1 = hsluv_lengthOfRayUntilIntersect(hrad, bound1x, bound1y);
return min(lengths0.x,
min(lengths1.x,
min(lengths0.y,
min(lengths1.y,
min(lengths0.z,
lengths1.z)))));
}
float3 hsluv_fromLinear(float3 c) {
return lerp(c * 12.92, 1.055 * pow(max(c, (float3)0), (float3)(1.0 / 2.4)) - 0.055, step(0.0031308, c));
}
float3 hsluv_toLinear(float3 c) {
return lerp(c / 12.92, pow(max((c + 0.055) / (1.0 + 0.055), (float3)0), (float3)2.4), step(0.04045, c));
}
float hsluv_yToL(float Y) {
return lerp(Y * 903.2962962962963, 116.0 * pow(max(Y, 0), 1.0 / 3.0) - 16.0, step(0.0088564516790356308, Y));
}
float hsluv_lToY(float L) {
return lerp(L / 903.2962962962963, pow((max(L, 0) + 16.0) / 116.0, 3.0), step(8.0, L));
}
float3 xyzToRgb(float3 tuple) {
// Transposed layout from GLSL column-major matrix construction
const float3x3 m = float3x3(
3.2409699419045214, -0.96924363628087983, 0.055630079696993609,
-1.5373831775700935, 1.8759675015077207, -0.20397695888897657,
-0.49861076029300328, 0.041555057407175613, 1.0569715142428786
);
// GLSL `tuple * m` is transformed to Slang/HLSL `mul(m, tuple)`
return hsluv_fromLinear(mul(m, tuple));
}
float3 rgbToXyz(float3 tuple) {
// Transposed layout from GLSL column-major matrix construction
const float3x3 m = float3x3(
0.41239079926595948, 0.21263900587151036, 0.019330818715591851,
0.35758433938387796, 0.71516867876775593, 0.11919477979462599,
0.18048078840183429, 0.072192315360733715, 0.95053215224966058
);
// GLSL `tuple * m` is transformed to Slang/HLSL `mul(m, tuple)`
return mul(m, hsluv_toLinear(tuple));
}
float3 xyzToLuv(float3 tuple) {
float X = tuple.x;
float Y = tuple.y;
float Z = tuple.z;
float L = hsluv_yToL(Y);
float div = 1.0 / max(dot(tuple, float3(1, 15, 3)), 1e-15);
return float3(
1.0,
(52.0 * (X * div) - 2.57179),
(117.0 * (Y * div) - 6.08816)
) * L;
}
float3 luvToXyz(float3 tuple) {
float L = tuple.x;
float U = divide(tuple.y, 13.0 * L) + 0.19783000664283681;
float V = divide(tuple.z, 13.0 * L) + 0.468319994938791;
float Y = hsluv_lToY(L);
float X = 2.25 * U * Y / V;
float Z = (3.0 / V - 5.0) * Y - (X / 3.0);
return float3(X, Y, Z);
}
float3 luvToLch(float3 tuple) {
float L = tuple.x;
float U = tuple.y;
float V = tuple.z;
float C = length(tuple.yz);
float H = degrees(atan2(V, U)); // Slang standard library uses atan2(y, x)
H += 360.0 * step(H, 0.0);
return float3(L, C, H);
}
float3 lchToLuv(float3 tuple) {
float hrad = radians(tuple.z);
return float3(
tuple.x,
cos(hrad) * tuple.y,
sin(hrad) * tuple.y
);
}
float3 hsluvToLch(float3 tuple) {
tuple.y *= hsluv_maxChromaForLH(tuple.z, tuple.x) * 0.01;
return tuple.zyx;
}
float3 lchToHsluv(float3 tuple) {
tuple.y = divide(tuple.y, hsluv_maxChromaForLH(tuple.x, tuple.z) * 0.01);
return tuple.zyx;
}
float3 lchToRgb(float3 tuple) {
return xyzToRgb(luvToXyz(lchToLuv(tuple)));
}
float3 rgbToLch(float3 tuple) {
return luvToLch(xyzToLuv(rgbToXyz(tuple)));
}
public float3 hsluvToRgb(float3 tuple) {
return lchToRgb(hsluvToLch(tuple));
}
public float3 rgbToHsluv(float3 tuple) {
return lchToHsluv(rgbToLch(tuple));
}
float3 luvToRgb(float3 tuple) {
return xyzToRgb(luvToXyz(tuple));
}