Reputation: 419
I want to make a pixel shader for Silverlight which will help me to change the Hue/Saturation/Lightness using a slider. * Hue slider has values in range: [-180, 180] * Saturation slider has values in range: [-100, 100] * Lightness slider has values in range: [-100, 100]
I managed to create a pixel shader which can manipulate the Saturation and Lightness values. But I can find any algorithm for changing the hue value. Can anyone provide me an algorithm? Thank you.
Here is my HLSL code:
/// <summary>The brightness offset.</summary>
/// <minValue>-180</minValue>
/// <maxValue>180</maxValue>
/// <defaultValue>0</defaultValue>
float Hue : register(C0);
/// <summary>The saturation offset.</summary>
/// <minValue>-100</minValue>
/// <maxValue>100</maxValue>
/// <defaultValue>0</defaultValue>
float Saturation : register(C1);
/// <summary>The lightness offset.</summary>
/// <minValue>-100</minValue>
/// <maxValue>100</maxValue>
/// <defaultValue>0</defaultValue>
float Lightness : register(C2);
sampler2D input : register(S0);
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 main(float2 uv : TEXCOORD) : COLOR
{
// some vars
float saturation = Saturation / 100 + 1;
float lightness = Lightness / 100;
float3 luminanceWeights = float3(0.299,0.587,0.114);
// input raw pixel
float4 srcPixel = tex2D(input, uv);
// Apply saturation
float luminance = dot(srcPixel, luminanceWeights);
float4 dstPixel = lerp(luminance, srcPixel, saturation);
// Apply lightness
dstPixel.rgb += lightness;
//retain the incoming alpha
dstPixel.a = srcPixel.a;
return dstPixel;
}
Upvotes: 1
Views: 3725
Reputation: 10224
With a slightly different input domain but it can be adapted easily:
float Hue : register(C0); // 0..360, default 0
float Saturation : register(C1); // 0..2, default 1
float Luminosity : register(C2); // -1..1, default 0
sampler2D input1 : register(S0);
static float3x3 matrixH =
{
0.8164966f, 0, 0.5352037f,
-0.4082483f, 0.70710677f, 1.0548190f,
-0.4082483f, -0.70710677f, 0.1420281f
};
static float3x3 matrixH2 =
{
0.84630f, -0.37844f, -0.37844f,
-0.37265f, 0.33446f, -1.07975f,
0.57735f, 0.57735f, 0.57735f
};
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 c = tex2D(input1, uv);
float3x3 rotateZ =
{
cos(radians(Hue)), sin(radians(Hue)), 0,
-sin(radians(Hue)), cos(radians(Hue)), 0,
0, 0, 1
};
matrixH = mul(matrixH, rotateZ);
matrixH = mul(matrixH, matrixH2);
float i = 1 - Saturation;
float3x3 matrixS =
{
i*0.3086f+Saturation, i*0.3086f, i*0.3086f,
i*0.6094f, i*0.6094f+Saturation, i*0.6094f,
i*0.0820f, i*0.0820f, i*0.0820f+Saturation
};
matrixH = mul(matrixH, matrixS);
float3 c1 = mul(c, matrixH);
c1 += Luminosity;
return float4(c1, c.a);
}
Upvotes: 2
Reputation: 4013
Here is a great excample how to work with hue.
http://www.silverlightshow.net/news/Hue-Shift-in-Pixel-Shader-2.0-EasyPainter-Silverlight.aspx
Upvotes: -1
Reputation: 7170
The conversions between colour spaces are available at EasyRGB, see this post at nokola.com for a Silverlight implementation of a Hue shift. It may be possible to fit hue, saturation and brightness in one PS 2.0 shader if you take the approach mentioned here but I haven't tried.
Upvotes: 1