const gl = document.createElement("canvas").getContext("webgl");
gl.canvas.width = 100;
gl.canvas.height = 100;
gl.viewport(0, 0, 100, 100);
const vsrc = `
void main() {
gl_PointSize = 100.0;
gl_Position = vec4(0, 0, 0, 1);
}
`;
const fRGB = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 color = mix(color1, color2, mixValue);
gl_FragColor = vec4(color, 1);
}
`;
const fHSV = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
// from: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
c = vec3(c.x, clamp(c.yz, 0.0, 1.0));
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 hsv1 = rgb2hsv(color1);
vec3 hsv2 = rgb2hsv(color2);
// mix hue in toward closest direction
float hue = (mod(mod((hsv2.x - hsv1.x), 1.) + 1.5, 1.) - 0.5) * mixValue + hsv1.x;
vec3 hsv = vec3(hue, mix(hsv1.yz, hsv2.yz, mixValue));
vec3 color = hsv2rgb(hsv);
gl_FragColor = vec4(color, 1);
}
`;
const fHSL = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
const float Epsilon = 1e-10;
vec3 rgb2hcv(in vec3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
vec4 P = lerp(vec4(RGB.bg, -1.0, 2.0/3.0), vec4(RGB.gb, 0.0, -1.0/3.0), step(RGB.b, RGB.g));
vec4 Q = mix(vec4(P.xyw, RGB.r), vec4(RGB.r, P.yzx), step(P.x, RGB.r));
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6. * C + Epsilon) + Q.z);
return vec3(H, C, Q.x);
}
vec3 rgb2hsl(in vec3 RGB)
{
vec3 HCV = rgb2hcv(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2. - 1.) + Epsilon);
return vec3(HCV.x, S, L);
}
vec3 hsl2rgb(vec3 c)
{
c = vec3(fract(c.x), clamp(c.yz, 0.0, 1.0));
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0));
}
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 hsl1 = rgb2hsl(color1);
vec3 hsl2 = rgb2hsl(color2);
// mix hue in toward closest direction
float hue = (mod(mod((hsl2.x - hsl1.x), 1.) + 1.5, 1.) - 0.5) * mixValue + hsl1.x;
vec3 hsl = vec3(hue, mix(hsl1.yz, hsl2.yz, mixValue));
vec3 color = hsl2rgb(hsv);
gl_FragColor = vec4(color, 1);
}
`;
const fLAB = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
// from: https://code.google.com/archive/p/flowabs/source
vec3 rgb2xyz( vec3 c ) {
vec3 tmp;
tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
return 100.0 * tmp *
mat3( 0.4124, 0.3576, 0.1805,
0.2126, 0.7152, 0.0722,
0.0193, 0.1192, 0.9505 );
}
vec3 xyz2lab( vec3 c ) {
vec3 n = c / vec3( 95.047, 100, 108.883 );
vec3 v;
v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
}
vec3 rgb2lab(vec3 c) {
vec3 lab = xyz2lab( rgb2xyz( c ) );
return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
}
vec3 lab2xyz( vec3 c ) {
float fy = ( c.x + 16.0 ) / 116.0;
float fx = c.y / 500.0 + fy;
float fz = fy - c.z / 200.0;
return vec3(
95.047 * (( fx > 0.206897 ) ? fx * fx * fx : ( fx - 16.0 / 116.0 ) / 7.787),
100.000 * (( fy > 0.206897 ) ? fy * fy * fy : ( fy - 16.0 / 116.0 ) / 7.787),
108.883 * (( fz > 0.206897 ) ? fz * fz * fz : ( fz - 16.0 / 116.0 ) / 7.787)
);
}
vec3 xyz2rgb( vec3 c ) {
vec3 v = c / 100.0 * mat3(
3.2406, -1.5372, -0.4986,
-0.9689, 1.8758, 0.0415,
0.0557, -0.2040, 1.0570
);
vec3 r;
r.x = ( v.r > 0.0031308 ) ? (( 1.055 * pow( v.r, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.r;
r.y = ( v.g > 0.0031308 ) ? (( 1.055 * pow( v.g, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.g;
r.z = ( v.b > 0.0031308 ) ? (( 1.055 * pow( v.b, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.b;
return r;
}
vec3 lab2rgb(vec3 c) {
return xyz2rgb( lab2xyz( vec3(100.0 * c.x, 2.0 * 127.0 * (c.y - 0.5), 2.0 * 127.0 * (c.z - 0.5)) ) );
}
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 lab1 = rgb2lab(color1);
vec3 lab2 = rgb2lab(color2);
vec3 lab = mix(lab1, lab2, mixValue);
vec3 color = lab2rgb(lab);
gl_FragColor = vec4(color, 1);
}
`;
function draw(gl, shaders, color1, color2, label) {
const programInfo = twgl.createProgramInfo(gl, shaders);
gl.useProgram(programInfo.program);
twgl.setUniforms(programInfo, {
color1: color1,
color2: color2,
});
gl.drawArrays(gl.POINTS, 0, 1);
const div = document.createElement("div");
const img = new Image();
img.src = gl.canvas.toDataURL();
div.appendChild(img);
const inner = document.createElement("span");
inner.textContent = label;
div.appendChild(inner);
document.body.appendChild(div);
}
const color1 = [1.0, 0.55, 0];
const color2 = [0.226, 0.000, 0.615];
draw(gl, [vsrc, fRGB], color1, color2, "rgb");
draw(gl, [vsrc, fHSV], color1, color2, "hsv");
draw(gl, [vsrc, fHSV], color1, color2, "hsl");
draw(gl, [vsrc, fLAB], color1, color2, "lab");
img { border: 1px solid black; margin: 2px; }
span { display: block; }
div { display: inline-block; text-align: center; }
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>