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#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_color_matte(vec4 color,
vec4 key,
float hue_epsilon,
float saturation_epsilon,
float value_epsilon,
out vec4 result,
out float matte)
{
vec4 color_hsva;
rgb_to_hsv(color, color_hsva);
vec4 key_hsva;
rgb_to_hsv(key, key_hsva);
bool is_within_saturation = distance(color_hsva.y, key_hsva.y) < saturation_epsilon;
bool is_within_value = distance(color_hsva.z, key_hsva.z) < value_epsilon;
bool is_within_hue = distance(color_hsva.x, key_hsva.x) < hue_epsilon;
/* Hue wraps around, so check the distance around the boundary. */
float min_hue = min(color_hsva.x, key_hsva.x);
float max_hue = max(color_hsva.x, key_hsva.x);
is_within_hue = is_within_hue || ((min_hue + (1.0 - max_hue)) < hue_epsilon);
matte = (is_within_hue && is_within_saturation && is_within_value) ? 0.0 : color.a;
result = color * matte;
}
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