#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void node_composite_luminance_matte(vec4 color, float high, float low, const vec3 luminance_coefficients, out vec4 result, out float matte) { float luminance = get_luminance(color.rgb, luminance_coefficients); float alpha = clamp(0.0, 1.0, (luminance - low) / (high - low)); matte = min(alpha, color.a); result = color * matte; }