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Diffstat (limited to 'source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_correction.glsl')
-rw-r--r--source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_correction.glsl87
1 files changed, 87 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_correction.glsl b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_correction.glsl
new file mode 100644
index 00000000000..9b4858f03be
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_correction.glsl
@@ -0,0 +1,87 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_color_correction(vec4 color,
+ float mask,
+ const vec3 enabled_channels,
+ float start_midtones,
+ float end_midtones,
+ float master_saturation,
+ float master_contrast,
+ float master_gamma,
+ float master_gain,
+ float master_lift,
+ float shadows_saturation,
+ float shadows_contrast,
+ float shadows_gamma,
+ float shadows_gain,
+ float shadows_lift,
+ float midtones_saturation,
+ float midtones_contrast,
+ float midtones_gamma,
+ float midtones_gain,
+ float midtones_lift,
+ float highlights_saturation,
+ float highlights_contrast,
+ float highlights_gamma,
+ float highlights_gain,
+ float highlights_lift,
+ const vec3 luminance_coefficients,
+ out vec4 result)
+{
+ const float margin = 0.10;
+ const float margin_divider = 0.5 / margin;
+ float level = (color.r + color.g + color.b) / 3.0;
+ float level_shadows = 0.0;
+ float level_midtones = 0.0;
+ float level_highlights = 0.0;
+ if (level < (start_midtones - margin)) {
+ level_shadows = 1.0;
+ }
+ else if (level < (start_midtones + margin)) {
+ level_midtones = ((level - start_midtones) * margin_divider) + 0.5;
+ level_shadows = 1.0 - level_midtones;
+ }
+ else if (level < (end_midtones - margin)) {
+ level_midtones = 1.0;
+ }
+ else if (level < (end_midtones + margin)) {
+ level_highlights = ((level - end_midtones) * margin_divider) + 0.5;
+ level_midtones = 1.0 - level_highlights;
+ }
+ else {
+ level_highlights = 1.0;
+ }
+
+ float contrast = level_shadows * shadows_contrast;
+ contrast += level_midtones * midtones_contrast;
+ contrast += level_highlights * highlights_contrast;
+ contrast *= master_contrast;
+ float saturation = level_shadows * shadows_saturation;
+ saturation += level_midtones * midtones_saturation;
+ saturation += level_highlights * highlights_saturation;
+ saturation *= master_saturation;
+ float gamma = level_shadows * shadows_gamma;
+ gamma += level_midtones * midtones_gamma;
+ gamma += level_highlights * highlights_gamma;
+ gamma *= master_gamma;
+ float gain = level_shadows * shadows_gain;
+ gain += level_midtones * midtones_gain;
+ gain += level_highlights * highlights_gain;
+ gain *= master_gain;
+ float lift = level_shadows * shadows_lift;
+ lift += level_midtones * midtones_lift;
+ lift += level_highlights * highlights_lift;
+ lift += master_lift;
+
+ float inverse_gamma = 1.0 / gamma;
+ float luma = get_luminance(color.rgb, luminance_coefficients);
+
+ vec3 corrected = luma + saturation * (color.rgb - luma);
+ corrected = 0.5 + (corrected - 0.5) * contrast;
+ corrected = fallback_pow(corrected * gain + lift, inverse_gamma, corrected);
+ corrected = mix(color.rgb, corrected, min(mask, 1.0));
+
+ result.rgb = mix(corrected, color.rgb, equal(enabled_channels, vec3(0.0)));
+ result.a = color.a;
+}