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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 | //This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Converts an RGB color to HSB (hue, saturation, brightness)\n\
* HSB <-> RGB conversion with minimal branching: {@link http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl}\n\
*\n\
* @name czm_RGBToHSB\n\
* @glslFunction\n\
* \n\
* @param {vec3} rgb The color in RGB.\n\
*\n\
* @returns {vec3} The color in HSB.\n\
*\n\
* @example\n\
* vec3 hsb = czm_RGBToHSB(rgb);\n\
* hsb.z *= 0.1;\n\
* rgb = czm_HSBToRGB(hsb);\n\
*/\n\
\n\
const vec4 K_RGB2HSB = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n\
\n\
vec3 czm_RGBToHSB(vec3 rgb)\n\
{\n\
vec4 p = mix(vec4(rgb.bg, K_RGB2HSB.wz), vec4(rgb.gb, K_RGB2HSB.xy), step(rgb.b, rgb.g));\n\
vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));\n\
\n\
float d = q.x - min(q.w, q.y);\n\
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + czm_epsilon7)), d / (q.x + czm_epsilon7), q.x);\n\
}\n\
";
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