From 88540d32debfb164d2d6a2cb663a74bc01913935 Mon Sep 17 00:00:00 2001 From: James Jackson-South Date: Mon, 18 Jan 2016 18:01:11 +1100 Subject: [PATCH] Fix Hue to match MS docs TODO: Convert to linear Former-commit-id: af898d45d09caa596459983cc3f2dc0440898468 Former-commit-id: a86f85f3b188efe209db49a75d3d0c20582cd611 Former-commit-id: b6615c2a90fc62ca9b4f1980fb95832aef80b8b4 --- src/ImageProcessor/Filters/ColorMatrix/Hue.cs | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/ImageProcessor/Filters/ColorMatrix/Hue.cs b/src/ImageProcessor/Filters/ColorMatrix/Hue.cs index 3a70f5b49..a77f6ff09 100644 --- a/src/ImageProcessor/Filters/ColorMatrix/Hue.cs +++ b/src/ImageProcessor/Filters/ColorMatrix/Hue.cs @@ -59,15 +59,15 @@ // Number are taken from https://msdn.microsoft.com/en-us/library/jj192162(v=vs.85).aspx Matrix4x4 matrix4X4 = new Matrix4x4() { - M11 = (float)(+lumR + (cosradians * oneMinusLumR) - (sinradians * lumR)), - M12 = (float)(+lumR - (cosradians * lumR) - (sinradians * lumR)), - M13 = (float)(+lumR - (cosradians * lumR) - (sinradians * 0.787)), - M21 = (float)(+lumG - (cosradians * lumG) - (sinradians * lumG)), - M22 = (float)(+lumG + (cosradians * oneMinusLumG) + (sinradians * 0.140)), - M23 = (float)(+lumG - (cosradians * lumG) + (sinradians * lumG)), - M31 = (float)(+lumB - (cosradians * lumB) + (sinradians * oneMinusLumB)), - M32 = (float)(+lumB - (cosradians * lumB) - (sinradians * 0.283)), - M33 = (float)(+lumB + (cosradians * oneMinusLumB) + (sinradians * lumB)) + M11 = (float)(lumR + (cosradians * oneMinusLumR) - (sinradians * lumR)), + M12 = (float)(lumR - (cosradians * lumR) - (sinradians * 0.143)), + M13 = (float)(lumR - (cosradians * lumR) - (sinradians * oneMinusLumR)), + M21 = (float)(lumG - (cosradians * lumG) - (sinradians * lumG)), + M22 = (float)(lumG + (cosradians * oneMinusLumG) + (sinradians * 0.140)), + M23 = (float)(lumG - (cosradians * lumG) + (sinradians * lumG)), + M31 = (float)(lumB - (cosradians * lumB) + (sinradians * oneMinusLumB)), + M32 = (float)(lumB - (cosradians * lumB) - (sinradians * 0.283)), + M33 = (float)(lumB + (cosradians * oneMinusLumB) + (sinradians * lumB)) }; this.matrix = matrix4X4;