#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void node_composite_color_balance_lgg( float factor, vec4 color, vec3 lift, vec3 gamma, vec3 gain, out vec4 result) { lift = 2.0 - lift; vec3 srgb_color = linear_rgb_to_srgb(color.rgb); vec3 lift_balanced = ((srgb_color - 1.0) * lift) + 1.0; vec3 gain_balanced = lift_balanced * gain; gain_balanced = max(gain_balanced, vec3(0.0)); vec3 linear_color = srgb_to_linear_rgb(gain_balanced); gamma = mix(gamma, vec3(1e-6), equal(gamma, vec3(0.0))); vec3 gamma_balanced = pow(linear_color, 1.0 / gamma); result.rgb = mix(color.rgb, gamma_balanced, min(factor, 1.0)); result.a = color.a; } void node_composite_color_balance_asc_cdl(float factor, vec4 color, vec3 offset, vec3 power, vec3 slope, float offset_basis, out vec4 result) { offset += offset_basis; vec3 balanced = color.rgb * slope + offset; balanced = pow(max(balanced, vec3(0.0)), power); result.rgb = mix(color.rgb, balanced, min(factor, 1.0)); result.a = color.a; }