perf: branchless min contrast ratio

This commit is contained in:
arne314
2025-03-15 13:42:31 +01:00
parent e1b454e49e
commit 99016720c3

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@@ -94,19 +94,16 @@ float contrast_ratio(float under_luminance, float over_luminance) {
}
vec3 apply_min_contrast_ratio(float under_luminance, float over_luminance, vec3 under, vec3 over) {
float ratio = contrast_ratio(under_luminance, over_luminance);
if (ratio < MIN_CONTRAST_RATIO) {
vec3 diff = abs(under - over);
vec3 over_hsluv = rgbToHsluv(over);
float target_lum_a = clamp((under_luminance + 0.05f) * MIN_CONTRAST_RATIO - 0.05f, 0.f, 1.f);
float target_lum_b = clamp((under_luminance + 0.05f) / MIN_CONTRAST_RATIO - 0.05f, 0.f, 1.f);
vec3 result_a = clamp(hsluvToRgb(vec3(over_hsluv.x, over_hsluv.y, target_lum_a * 100.f)), 0.f, 1.f);
vec3 result_b = clamp(hsluvToRgb(vec3(over_hsluv.x, over_hsluv.y, target_lum_b * 100.f)), 0.f, 1.f);
float result_a_ratio = contrast_ratio(under_luminance, dot(result_a, Y));
float result_b_ratio = contrast_ratio(under_luminance, dot(result_b, Y));
vec3 result = mix(result_a, result_b, step(result_a_ratio, result_b_ratio));
return mix(result, over, step(diff.r + diff.g + diff.g, 0.001f));
}
return over;
vec3 diff = abs(under - over);
vec3 over_hsluv = rgbToHsluv(over);
float target_lum_a = clamp((under_luminance + 0.05f) * MIN_CONTRAST_RATIO - 0.05f, 0.f, 1.f);
float target_lum_b = clamp((under_luminance + 0.05f) / MIN_CONTRAST_RATIO - 0.05f, 0.f, 1.f);
vec3 result_a = clamp(hsluvToRgb(vec3(over_hsluv.x, over_hsluv.y, target_lum_a * 100.f)), 0.f, 1.f);
vec3 result_b = clamp(hsluvToRgb(vec3(over_hsluv.x, over_hsluv.y, target_lum_b * 100.f)), 0.f, 1.f);
float result_a_ratio = contrast_ratio(under_luminance, dot(result_a, Y));
float result_b_ratio = contrast_ratio(under_luminance, dot(result_b, Y));
vec3 result = mix(result_a, result_b, step(result_a_ratio, result_b_ratio));
return mix(result, over, max(step(diff.r + diff.g + diff.g, 0.001f), step(MIN_CONTRAST_RATIO, ratio)));
}
#endif