/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef LUMINANCE_GLSLLIB #define LUMINANCE_GLSLLIB // Luma coefficients according to ITU-R Recommendation BT.709 (http://en.wikipedia.org/wiki/Rec._709) const vec3 yCoeff_709 = vec3( 0.2126, 0.7152, 0.0722 ); float luminance( in vec3 v ) { return dot( v, yCoeff_709 ); } vec3 RGBToYPbPr( in vec3 v ) { vec3 ypp; ypp.x = luminance( v ); ypp.y = 0.5 * (v.b - ypp.x) / (1.0 - yCoeff_709.b); ypp.z = 0.5 * (v.r - ypp.x) / (1.0 - yCoeff_709.r); return ypp; } vec3 YPbPrToRGB( in vec3 v ) { vec3 outRGB; outRGB.x = dot(vec3(1.0, 0.0, 1.575), v); outRGB.y = dot(vec3(1.0, -0.187, -0.468), v); outRGB.z = dot(vec3(1.0, 1.856, 0.0), v); return outRGB; } #endif