Difference between revisions of "URGB2HSL"
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* LSO: 502 bytes | * LSO: 502 bytes | ||
* MONO: 1536 bytes | * MONO: 1536 bytes | ||
< | <source lang="lsl2">vector uRGB2HSL( vector vColRGB ){ | ||
vector vColHSL = vColRGB; | vector vColHSL = vColRGB; | ||
if (vColHSL.x < vColHSL.y){ | if (vColHSL.x < vColHSL.y){ | ||
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/*// 2011 (CC0) [ http://creativecommons.org/publicdomain/zero/1.0 ] //*/ | /*// 2011 (CC0) [ http://creativecommons.org/publicdomain/zero/1.0 ] //*/ | ||
/*// Void Singer [ https://wiki.secondlife.com/wiki/User:Void_Singer ] //*/ | /*// Void Singer [ https://wiki.secondlife.com/wiki/User:Void_Singer ] //*/ | ||
/*//-- --//*/</ | /*//-- --//*/</source><!-- Please do not remove license statement --> | ||
}} | }} | ||
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|content= | |content= | ||
* To convert RGB or HSL values from other software to percentage based, simply divide each value by it's range | * To convert RGB or HSL values from other software to percentage based, simply divide each value by it's range | ||
** | ** range is determined by subtracting the lower bound from the upper bound. | ||
* To convert RGB or HSL percentages to your preferred format, multiply the value by the preferred range. | * To convert RGB or HSL percentages to your preferred format, multiply the value by the preferred range. | ||
}} | }} |
Latest revision as of 15:34, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials | User-Defined Functions | Void's User Page |
User-Defined Function: vector uRGB2HSL( vector vColRGB );
Returns a percentage based vector that is vColRGB converted to a HSL.
- vColRGB: source color as percentages of range.
Code:
- LSO: 502 bytes
- MONO: 1536 bytes
vector uRGB2HSL( vector vColRGB ){
vector vColHSL = vColRGB;
if (vColHSL.x < vColHSL.y){
vColHSL = <vColHSL.y, vColHSL.x, vColHSL.z>;
}
if (vColHSL.x < vColHSL.z){
vColHSL = <vColHSL.z, vColHSL.y, vColHSL.x>;
}else if (vColHSL.y > vColHSL.z){
vColHSL = <vColHSL.x, vColHSL.z, vColHSL.y>;
}
vColHSL.z = (vColHSL.x + vColHSL.y) * 0.5; //-- L
vColHSL.y = vColHSL.x - vColHSL.y; //-- C
if (vColHSL.y){
vColHSL.x = llList2Float( [(vColRGB.y - vColRGB.z) / vColHSL.y + 6.0 * (vColRGB.z > vColRGB.y),
(vColRGB.z - vColRGB.x) / vColHSL.y + 2.0,
(vColRGB.x - vColRGB.y) / vColHSL.y + 4.0],
llListFindList( [vColRGB.x, vColRGB.y, vColRGB.z], (list)vColHSL.x ) ) / 6.0; //-- H
vColHSL.y = vColHSL.y / llList2Float( [2.0 * vColHSL.z, 2.0 - 2.0 * vColHSL.z], vColHSL.z > 0.5 ); //-- S
}else{
vColHSL.x = vColHSL.y; //-- Greyscale
}
return vColHSL;
}
/*//-- Anti-License Text --//*/
/*// Contributed Freely to the Public Domain without limitation. //*/
/*// 2011 (CC0) [ http://creativecommons.org/publicdomain/zero/1.0 ] //*/
/*// Void Singer [ https://wiki.secondlife.com/wiki/User:Void_Singer ] //*/
/*//-- --//*/
Caveats
- This function does not check input RGB validity. See Articles below
- HSL is kept percentage based here for best compatibility with image mapping
- HSL color vectors may not be set directly
Notes
- To convert RGB or HSL values from other software to percentage based, simply divide each value by it's range
- range is determined by subtracting the lower bound from the upper bound.
- To convert RGB or HSL percentages to your preferred format, multiply the value by the preferred range.