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#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_distance_matte_rgba(
vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
{
float difference = distance(color.rgb, key.rgb);
bool is_opaque = difference > tolerance + falloff;
float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff;
matte = min(alpha, color.a);
result = color * matte;
}
void node_composite_distance_matte_ycca(
vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
{
vec4 color_ycca;
rgba_to_ycca_itu_709(color, color_ycca);
vec4 key_ycca;
rgba_to_ycca_itu_709(key, key_ycca);
float difference = distance(color_ycca.yz, key_ycca.yz);
bool is_opaque = difference > tolerance + falloff;
float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff;
matte = min(alpha, color.a);
result = color * matte;
}
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