The code would be a little different in CIKernel
Slang, as texture coordinates are handled differently.

This code does a similar thing, in CIKernel slang:


kernel vec4 lut(sampler image, sampler LUT)
{
        // Input pixel
        vec4 inPix = unpremultiply(sample(image,
samplerCoord(image)));
        // Output pixel
        vec4 outPix;
        outPix.r = unpremultiply(sample(LUT, vec2(inPix.r *
255.0,0.0))).r;
        outPix.g = unpremultiply(sample(LUT, vec2(inPix.g *
255.0,0.0))).g;
        outPix.b = unpremultiply(sample(LUT, vec2(inPix.b *
255.0,0.0))).b;
        outPix.a = unpremultiply(sample(LUT, vec2(inPix.a *
255.0,0.0))).a;
        
        // Output
        return premultiply(outPix);
}

alx


--- vade <[EMAIL PROTECTED]> wrote:

> I would suggest creating a look up table as a
> texture, feed that in to  
> a CIKernel, and have it map the r/g/b vales to the
> r/g/b values of the  
> original image, something in GLSL like:
> 
> // define our rectangular texture samplers
> uniform sampler2DRect tex0;
> uniform sampler1D tex1;
> 
> // define our varying texture coordinates
> varying vec2 texcoord0;
> varying vec2 texcoord1;
> 
> void main (void)
> {
>       vec4 inputColor = texture2DRect(tex0, texcoord0);
>               
>       vec4 colorout;
>       
>       colorout.r = texture1D(tex1, inputColor.r).r;
>       colorout.g = texture1D(tex1, inputColor.g).g;
>       colorout.b = texture1D(tex1, inputColor.b).b;
>       colorout.a = inputColor.a;
>       
>       gl_FragColor = colorout;
> }
> 
> 
> On Jan 15, 2008, at 10:10 PM, David Giovannini
> wrote:
> 
> > Hello,
> >
> > Let me describe what I am trying to do a little
> better than before.  
> > Every avenue I try comes up short.
> >
> > My daughter got a LEGO Mosaic set for Christmas. I
> am working on a  
> > pattern maker application using QC. I have the
> pixellating and LEGO  
> > impressions all working. The mosaic set comes with
> 12 colors where  
> > three are black, dark gray, and white. I need to
> have the colors in  
> > the resulting image limited to the 12.
> >
> > I keep trying to solve this problem using core
> image kernels and not  
> > getting the results I am looking for. I keep
> looking for "grayish"  
> > and attempting to find either the correct color or
> the correct gray.  
> > There is nothing linear about the LEGO colors and
> "grayish" is very  
> > subjective
> >
> > Given a set of 12 arbitrary colors, with fixed
> HBS, how would I  
> > color match an image?
> >
> > Any thoughts would be appreciated.
> >
> > Cheers,
> > Dave
> >
> > On Jan 13, 2008, at 12:40 PM, Stephanie Giovannini
> wrote:
> >
> >> Hello,
> >>
> >> I am nearly done with a composition but I am
> stuck solving a color  
> >> matching problem. I want to apply a palette of 12
> fixed colors  
> >> (intensity, luminosity, saturation, etc all
> predetermined) to an  
> >> image. The palette includes 3 greys. ColorMap
> seems to  be close  
> >> but not quite.
> >>
> >> What should I be using?
> >>
> >> Cheers,
> >> Dave
> >>
> >>
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