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gpu_shader_display_transform.glsl « opencolorio « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform sampler2D image_texture;
uniform sampler3D lut3d_texture;

#ifdef USE_DITHER
uniform float dither;
#endif

in vec2 texCoord_interp;
out vec4 fragColor;

#ifdef USE_CURVE_MAPPING
/* Curve mapping parameters
 *
 * See documentation for OCIO_CurveMappingSettings to get fields descriptions.
 * (this ones pretyt much copies stuff from C structure.)
 */
uniform sampler1D curve_mapping_texture;
uniform int curve_mapping_lut_size;
uniform ivec4 use_curve_mapping_extend_extrapolate;
uniform vec4 curve_mapping_mintable;
uniform vec4 curve_mapping_range;
uniform vec4 curve_mapping_ext_in_x;
uniform vec4 curve_mapping_ext_in_y;
uniform vec4 curve_mapping_ext_out_x;
uniform vec4 curve_mapping_ext_out_y;
uniform vec4 curve_mapping_first_x;
uniform vec4 curve_mapping_first_y;
uniform vec4 curve_mapping_last_x;
uniform vec4 curve_mapping_last_y;
uniform vec3 curve_mapping_black;
uniform vec3 curve_mapping_bwmul;

float read_curve_mapping(int table, int index)
{
  /* TODO(sergey): Without -1 here image is getting darken after applying unite curve.
   *               But is it actually correct to subtract 1 here?
   */
  float texture_index = float(index) / float(curve_mapping_lut_size - 1);
  return texture(curve_mapping_texture, texture_index)[table];
}

float curvemap_calc_extend(int table, float x, vec2 first, vec2 last)
{
  if (x <= first[0]) {
    if (use_curve_mapping_extend_extrapolate[table] == 0) {
      /* no extrapolate */
      return first[1];
    }
    else {
      if (curve_mapping_ext_in_x[table] == 0.0)
        return first[1] + curve_mapping_ext_in_y[table] * 10000.0;
      else
        return first[1] +
               curve_mapping_ext_in_y[table] * (x - first[0]) / curve_mapping_ext_in_x[table];
    }
  }
  else if (x >= last[0]) {
    if (use_curve_mapping_extend_extrapolate[table] == 0) {
      /* no extrapolate */
      return last[1];
    }
    else {
      if (curve_mapping_ext_out_x[table] == 0.0)
        return last[1] - curve_mapping_ext_out_y[table] * 10000.0;
      else
        return last[1] +
               curve_mapping_ext_out_y[table] * (x - last[0]) / curve_mapping_ext_out_x[table];
    }
  }
  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);
    return (1.0 - fi) * read_curve_mapping(table, i) + fi * read_curve_mapping(table, i + 1);
  }
}

vec4 curvemapping_evaluate_premulRGBF(vec4 col)
{
  vec4 result = col;
  result[0] = curvemap_evaluateF(0, (col[0] - curve_mapping_black[0]) * curve_mapping_bwmul[0]);
  result[1] = curvemap_evaluateF(1, (col[1] - curve_mapping_black[1]) * curve_mapping_bwmul[1]);
  result[2] = curvemap_evaluateF(2, (col[2] - curve_mapping_black[2]) * curve_mapping_bwmul[2]);
  result[3] = col[3];
  return result;
}
#endif

#ifdef USE_DITHER
float dither_random_value(vec2 co)
{
  return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453) * 0.005 * dither;
}

vec2 round_to_pixel(vec2 st)
{
  vec2 result;
  vec2 size = textureSize(image_texture, 0);
  result.x = float(int(st.x * size.x)) / size.x;
  result.y = float(int(st.y * size.y)) / size.y;
  return result;
}

vec4 apply_dither(vec2 st, vec4 col)
{
  vec4 result;
  float random_value = dither_random_value(round_to_pixel(st));
  result.r = col.r + random_value;
  result.g = col.g + random_value;
  result.b = col.b + random_value;
  result.a = col.a;
  return result;
}
#endif

void main()
{
  vec4 col = texture(image_texture, texCoord_interp.st);
#ifdef USE_CURVE_MAPPING
  col = curvemapping_evaluate_premulRGBF(col);
#endif

#ifdef USE_PREDIVIDE
  if (col[3] > 0.0 && col[3] < 1.0) {
    float inv_alpha = 1.0 / col[3];
    col[0] *= inv_alpha;
    col[1] *= inv_alpha;
    col[2] *= inv_alpha;
  }
#endif

  /* 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
   */

  vec4 result = OCIODisplay(col, lut3d_texture);

#ifdef USE_DITHER
  result = apply_dither(texCoord_interp.st, result);
#endif

  fragColor = result;
}