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#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;
}
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