local clamp = math.clamp
local C3 = Color3.new
local black = C3(0, 0, 0)
-- Convert from linear RGB to scaled CIELUV
local function RgbToLuv13(c)
local r, g, b = c.r, c.g, c.b
-- Apply inverse gamma correction
r = r < 0.0404482362771076 and r/12.92 or 0.87941546140213*(r + 0.055)^2.4
g = g < 0.0404482362771076 and g/12.92 or 0.87941546140213*(g + 0.055)^2.4
b = b < 0.0404482362771076 and b/12.92 or 0.87941546140213*(b + 0.055)^2.4
-- sRGB->XYZ->CIELUV
local y = 0.2125862307855956*r + 0.71517030370341085*g + 0.0722004986433362*b
local z = 3.6590806972265883*r + 11.4426895800574232*g + 4.1149915024264843*b
local l = y > 0.008856451679035631 and 116*y^(1/3) - 16 or 903.296296296296*y
if z > 1e-15 then
local x = 0.9257063972951867*r - 0.8333736323779866*g - 0.09209820666085898*b
return l, l*x/z, l*(9*y/z - 0.46832)
else
return l, -0.19783*l, -0.46832*l
end
end
function LerpCIELUV(c0, c1)
local l0, u0, v0 = RgbToLuv13(c0)
local l1, u1, v1 = RgbToLuv13(c1)
return function(t)
-- Interpolate
local l = (1 - t)*l0 + t*l1
if l < 0.0197955 then
return black
end
local u = ((1 - t)*u0 + t*u1)/l + 0.19783
local v = ((1 - t)*v0 + t*v1)/l + 0.46832
-- CIELUV->XYZ
local y = (l + 16)/116
y = y > 0.206896551724137931 and y*y*y or 0.12841854934601665*y - 0.01771290335807126
local x = y*u/v
local z = y*((3 - 0.75*u)/v - 5)
-- XYZ->linear sRGB
local r = 7.2914074*x - 1.5372080*y - 0.4986286*z
local g = -2.1800940*x + 1.8757561*y + 0.0415175*z
local b = 0.1253477*x - 0.2040211*y + 1.0569959*z
-- Adjust for the lowest out-of-bounds component
if r < 0 and r < g and r < b then
r, g, b = 0, g - r, b - r
elseif g < 0 and g < b then
r, g, b = r - g, 0, b - g
elseif b < 0 then
r, g, b = r - b, g - b, 0
end
return C3(
-- Apply gamma correction and clamp the result
clamp(r < 3.1306684425e-3 and 12.92*r or 1.055*r^(1/2.4) - 0.055, 0, 1),
clamp(g < 3.1306684425e-3 and 12.92*g or 1.055*g^(1/2.4) - 0.055, 0, 1),
clamp(b < 3.1306684425e-3 and 12.92*b or 1.055*b^(1/2.4) - 0.055, 0, 1)
)
end
end
function BezierCIELUV(c1, c2, c3)
return function(t)
local lerpFunc1 = LerpCIELUV(c1, c2)
local lerpFunc2 = LerpCIELUV(c2, c3)
local midColor1 = lerpFunc1(t)
local midColor2 = lerpFunc2(t)
local lerpFunc3 = LerpCIELUV(midColor1, midColor2)
return lerpFunc3(t)
end
end
function AverageCIELUVBezier(c1, c2, c3)
local bezierFunc = BezierCIELUV(c1, c2, c3)
local avgColor = bezierFunc(0.5)
return avgColor
end
local function AverageRGB(...)
local r = 0
local g = 0
local b = 0
local args = {...}
for i,color in args do
r += color.r
g += color.g
b += color.b
end
r /= #args
g /= #args
b /= #args
return Color3.new(r,g,b)
end
function AverageCIELUV(c1, c2, c3)
local function v3FromColor(c)
local l, u, v = RgbToLuv13(c)
return Vector3.new(l, u, v)
end
local v1 = v3FromColor(c1)
local v2 = v3FromColor(c2)
local v3 = v3FromColor(c3)
local avgVector = (v1 + v2 + v3)/3
-- Convert the resulting Vector3 back to a Color3
local avgColor = Color3.new(avgVector.x,avgVector.y,avgVector.z)
return avgColor
end
local avg = AverageRGB(game.Selection:Get()[1].Color,game.Selection:Get()[1].Color,game.Selection:Get()[3].Color)
workspace.TestColor.Color = avg
task.wait(2)
local avg = AverageCIELUVBezier(game.Selection:Get()[1].Color,game.Selection:Get()[1].Color,game.Selection:Get()[3].Color)
workspace.TestColor.Color = avg
task.wait(2)
local avg = AverageCIELUV(game.Selection:Get()[1].Color,game.Selection:Get()[1].Color,game.Selection:Get()[3].Color)
workspace.TestColor.Color = avg