/* Blender OpenColorIO implementation */ /* -------------------------------------------------------------------- */ /** \name Curve Mapping Implementation * \{ */ #ifdef USE_CURVE_MAPPING float read_curve_mapping(int table, int index) { return texelFetch(curve_mapping_texture, index, 0)[table]; } float curvemap_calc_extend(int table, float x, vec2 first, vec2 last) { if (x <= first[0]) { if (curve_mapping.use_extend_extrapolate == 0) { /* horizontal extrapolation */ return first[1]; } else { float fac = (curve_mapping.ext_in_x[table] != 0.0) ? ((x - first[0]) / curve_mapping.ext_in_x[table]) : 10000.0; return first[1] + curve_mapping.ext_in_y[table] * fac; } } else if (x >= last[0]) { if (curve_mapping.use_extend_extrapolate == 0) { /* horizontal extrapolation */ return last[1]; } else { float fac = (curve_mapping.ext_out_x[table] != 0.0) ? ((x - last[0]) / curve_mapping.ext_out_x[table]) : -10000.0; return last[1] + curve_mapping.ext_out_y[table] * fac; } } return 0.0; } float curvemap_evaluateF(int table, float value) { float mintable_ = curve_mapping.mintable[table]; float range = curve_mapping.range[table]; float mintable = 0.0; int CM_TABLE = curve_mapping.lut_size - 1; float fi; int i; /* index in table */ fi = (value - mintable) * range; i = int(fi); /* fi is table float index and should check against table range i.e. [0.0 CM_TABLE] */ if (fi < 0.0 || fi > float(CM_TABLE)) { return curvemap_calc_extend(table, value, vec2(curve_mapping.first_x[table], curve_mapping.first_y[table]), vec2(curve_mapping.last_x[table], curve_mapping.last_y[table])); } else { if (i < 0) { return read_curve_mapping(table, 0); } if (i >= CM_TABLE) { return read_curve_mapping(table, CM_TABLE); } fi = fi - float(i); float cm1 = read_curve_mapping(table, i); float cm2 = read_curve_mapping(table, i + 1); return mix(cm1, cm2, fi); } } vec4 curvemapping_evaluate_premulRGBF(vec4 col) { col.rgb = (col.rgb - curve_mapping.black.rgb) * curve_mapping.bwmul.rgb; vec4 result; result.r = curvemap_evaluateF(0, col.r); result.g = curvemap_evaluateF(1, col.g); result.b = curvemap_evaluateF(2, col.b); result.a = col.a; return result; } #endif /* USE_CURVE_MAPPING */ /** \} */ /* -------------------------------------------------------------------- */ /** \name Dithering * \{ */ /* Using a triangle distribution which gives a more final uniform noise. * See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */ /* GPUs are rounding before writing to framebuffer so we center the distribution around 0.0. */ /* Return triangle noise in [-1..1[ range */ float dither_random_value(vec2 co) { /* Original code from https://www.shadertoy.com/view/4t2SDh */ /* Uniform noise in [0..1[ range */ float nrnd0 = fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); /* Convert uniform distribution into triangle-shaped distribution. */ float orig = nrnd0 * 2.0 - 1.0; nrnd0 = orig * inversesqrt(abs(orig)); nrnd0 = max(-1.0, nrnd0); /* Removes nan's */ return nrnd0 - sign(orig); } vec2 round_to_pixel(sampler2D tex, vec2 uv) { vec2 size = vec2(textureSize(tex, 0)); return floor(uv * size) / size; } vec4 apply_dither(vec4 col, vec2 uv) { col.rgb += dither_random_value(uv) * 0.0033 * parameters.dither; return col; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Main Processing * \{ */ /* Prototypes: Implementation is generaterd and defined after. */ #ifndef GPU_METAL /* Forward declaration invalid in MSL. */ vec4 OCIO_to_scene_linear(vec4 pixel); vec4 OCIO_to_display(vec4 pixel); #endif vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay) { #ifdef USE_CURVE_MAPPING col = curvemapping_evaluate_premulRGBF(col); #endif if (parameters.use_predivide) { if (col.a > 0.0 && col.a < 1.0) { col.rgb *= 1.0 / col.a; } } /* NOTE: This is true we only do de-premul here and NO premul * and the reason is simple -- opengl is always configured * for straight alpha at this moment */ /* Convert to scene linear (usually a no-op). */ col = OCIO_to_scene_linear(col); /* Apply exposure in scene linear. */ col.rgb *= parameters.scale; /* Convert to display space. */ col = OCIO_to_display(col); /* Blend with overlay in UI colorspace. * * UI colorspace here refers to the display linear color space, * i.e: The linear color space w.r.t. display chromaticity and radiometry. * We separate the colormanagement process into two steps to be able to * merge UI using alpha blending in the correct color space. */ if (parameters.use_overlay) { col.rgb = pow(col.rgb, vec3(parameters.exponent * 2.2)); col = clamp(col, 0.0, 1.0); col *= 1.0 - col_overlay.a; col += col_overlay; /* Assumed unassociated alpha. */ col.rgb = pow(col.rgb, vec3(1.0 / 2.2)); } else { col.rgb = pow(col.rgb, vec3(parameters.exponent)); } if (parameters.dither > 0.0) { vec2 noise_uv = round_to_pixel(image_texture, texCoord_interp.st); col = apply_dither(col, noise_uv); } return col; } /** \} */ void main() { vec4 col = texture(image_texture, texCoord_interp.st); vec4 col_overlay = texture(overlay_texture, texCoord_interp.st); fragColor = OCIO_ProcessColor(col, col_overlay); }