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#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
#define CMP_NODE_CHANNEL_MATTE_CS_RGB 1.0
#define CMP_NODE_CHANNEL_MATTE_CS_HSV 2.0
#define CMP_NODE_CHANNEL_MATTE_CS_YUV 3.0
#define CMP_NODE_CHANNEL_MATTE_CS_YCC 4.0
void node_composite_channel_matte(vec4 color,
const float color_space,
const float matte_channel,
const vec2 limit_channels,
float max_limit,
float min_limit,
out vec4 result,
out float matte)
{
vec4 channels;
if (color_space == CMP_NODE_CHANNEL_MATTE_CS_HSV) {
rgb_to_hsv(color, channels);
}
else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YUV) {
rgba_to_yuva_itu_709(color, channels);
}
else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YCC) {
rgba_to_ycca_itu_709(color, channels);
}
else {
channels = color;
}
float matte_value = channels[int(matte_channel)];
float limit_value = max(channels[int(limit_channels.x)], channels[int(limit_channels.y)]);
float alpha = 1.0 - (matte_value - limit_value);
if (alpha > max_limit) {
alpha = color.a;
}
else if (alpha < min_limit) {
alpha = 0.0;
}
else {
alpha = (alpha - min_limit) / (max_limit - min_limit);
}
matte = min(alpha, color.a);
result = color * matte;
}
#undef CMP_NODE_CHANNEL_MATTE_CS_RGB
#undef CMP_NODE_CHANNEL_MATTE_CS_HSV
#undef CMP_NODE_CHANNEL_MATTE_CS_YUV
#undef CMP_NODE_CHANNEL_MATTE_CS_YCC
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