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Diffstat (limited to 'source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl')
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl162
1 files changed, 162 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
new file mode 100644
index 00000000000..8948ed77557
--- /dev/null
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
@@ -0,0 +1,162 @@
+vec4 white_balance(vec4 color, vec4 black_level, vec4 white_level)
+{
+ vec4 range = max(white_level - black_level, vec4(1e-5f));
+ return (color - black_level) / range;
+}
+
+float extrapolate_if_needed(float parameter, float value, float start_slope, float end_slope)
+{
+ if (parameter < 0.0) {
+ return value + parameter * start_slope;
+ }
+
+ if (parameter > 1.0) {
+ return value + (parameter - 1.0) * end_slope;
+ }
+
+ return value;
+}
+
+/* Same as extrapolate_if_needed but vectorized. */
+vec3 extrapolate_if_needed(vec3 parameters, vec3 values, vec3 start_slopes, vec3 end_slopes)
+{
+ vec3 end_or_zero_slopes = mix(vec3(0.0), end_slopes, greaterThan(parameters, vec3(1.0)));
+ vec3 slopes = mix(end_or_zero_slopes, start_slopes, lessThan(parameters, vec3(0.0)));
+ parameters = parameters - mix(vec3(0.0), vec3(1.0), greaterThan(parameters, vec3(1.0)));
+ return values + parameters * slopes;
+}
+
+/* Curve maps are stored in sampler objects that are evaluated in the [0, 1] range, so normalize
+ * parameters accordingly. */
+#define NORMALIZE_PARAMETER(parameter, minimum, range) ((parameter - minimum) * range)
+
+void curves_combined_rgb(float factor,
+ vec4 color,
+ vec4 black_level,
+ vec4 white_level,
+ sampler1DArray curve_map,
+ const float layer,
+ vec4 range_minimums,
+ vec4 range_dividers,
+ vec4 start_slopes,
+ vec4 end_slopes,
+ out vec4 result)
+{
+ vec4 balanced = white_balance(color, black_level, white_level);
+
+ /* First, evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the
+ * UI. */
+ vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimums.aaa, range_dividers.aaa);
+ result.r = texture(curve_map, vec2(parameters.x, layer)).a;
+ result.g = texture(curve_map, vec2(parameters.y, layer)).a;
+ result.b = texture(curve_map, vec2(parameters.z, layer)).a;
+
+ /* Then, extrapolate if needed. */
+ result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.aaa, end_slopes.aaa);
+
+ /* Then, evaluate each channel on its curve map. */
+ parameters = NORMALIZE_PARAMETER(result.rgb, range_minimums.rgb, range_dividers.rgb);
+ result.r = texture(curve_map, vec2(parameters.r, layer)).r;
+ result.g = texture(curve_map, vec2(parameters.g, layer)).g;
+ result.b = texture(curve_map, vec2(parameters.b, layer)).b;
+
+ /* Then, extrapolate again if needed. */
+ result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.rgb, end_slopes.rgb);
+ result.a = color.a;
+
+ result = mix(color, result, factor);
+}
+
+void curves_combined_only(float factor,
+ vec4 color,
+ vec4 black_level,
+ vec4 white_level,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out vec4 result)
+{
+ vec4 balanced = white_balance(color, black_level, white_level);
+
+ /* Evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the
+ * UI. */
+ vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimum, range_divider);
+ result.r = texture(curve_map, vec2(parameters.x, layer)).a;
+ result.g = texture(curve_map, vec2(parameters.y, layer)).a;
+ result.b = texture(curve_map, vec2(parameters.z, layer)).a;
+
+ /* Then, extrapolate if needed. */
+ result.rgb = extrapolate_if_needed(parameters, result.rgb, vec3(start_slope), vec3(end_slope));
+ result.a = color.a;
+
+ result = mix(color, result, factor);
+}
+
+void curves_vector(vec3 vector,
+ sampler1DArray curve_map,
+ const float layer,
+ vec3 range_minimums,
+ vec3 range_dividers,
+ vec3 start_slopes,
+ vec3 end_slopes,
+ out vec3 result)
+{
+ /* Evaluate each component on its curve map. */
+ vec3 parameters = NORMALIZE_PARAMETER(vector, range_minimums, range_dividers);
+ result.x = texture(curve_map, vec2(parameters.x, layer)).x;
+ result.y = texture(curve_map, vec2(parameters.y, layer)).y;
+ result.z = texture(curve_map, vec2(parameters.z, layer)).z;
+
+ /* Then, extrapolate if needed. */
+ result = extrapolate_if_needed(parameters, result, start_slopes, end_slopes);
+}
+
+void curves_vector_mixed(float factor,
+ vec3 vector,
+ sampler1DArray curve_map,
+ const float layer,
+ vec3 range_minimums,
+ vec3 range_dividers,
+ vec3 start_slopes,
+ vec3 end_slopes,
+ out vec3 result)
+{
+ curves_vector(
+ vector, curve_map, layer, range_minimums, range_dividers, start_slopes, end_slopes, result);
+ result = mix(vector, result, factor);
+}
+
+void curves_float(float value,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out float result)
+{
+ /* Evaluate the normalized value on the first curve map. */
+ float parameter = NORMALIZE_PARAMETER(value, range_minimum, range_divider);
+ result = texture(curve_map, vec2(parameter, layer)).x;
+
+ /* Then, extrapolate if needed. */
+ result = extrapolate_if_needed(parameter, result, start_slope, end_slope);
+}
+
+void curves_float_mixed(float factor,
+ float value,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out float result)
+{
+ curves_float(
+ value, curve_map, layer, range_minimum, range_divider, start_slope, end_slope, result);
+ result = mix(value, result, factor);
+}