#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) /* The algorithm is by Werner D. Streidt * (http://visca.com/ffactory/archives/5-99/msg00021.html) * Extracted of OpenCV demhist.c */ #define FLT_EPSILON 1.192092896e-07F void node_composite_bright_contrast( vec4 color, float brightness, float contrast, const float use_premultiply, out vec4 result) { brightness /= 100.0; float delta = contrast / 200.0; float multiplier, offset; if (contrast > 0.0) { multiplier = 1.0 - delta * 2.0; multiplier = 1.0 / max(multiplier, FLT_EPSILON); offset = multiplier * (brightness - delta); } else { delta *= -1.0; multiplier = max(1.0 - delta * 2.0, 0.0); offset = multiplier * brightness + delta; } if (use_premultiply != 0.0) { color_alpha_unpremultiply(color, color); } result.rgb = color.rgb * multiplier + offset; result.a = color.a; if (use_premultiply != 0.0) { color_alpha_premultiply(result, result); } }