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blender-archive/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl

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vec4 white_balance(vec4 color, vec4 black_level, vec4 white_level)
{
vec4 range = max(white_level - black_level, vec4(1e-5f));
return (color - black_level) / range;
}
float extrapolate_if_needed(float parameter, float value, float start_slope, float end_slope)
{
if (parameter < 0.0) {
return value + parameter * start_slope;
}
if (parameter > 1.0) {
return value + (parameter - 1.0) * end_slope;
}
return value;
}
/* Same as extrapolate_if_needed but vectorized. */
vec3 extrapolate_if_needed(vec3 parameters, vec3 values, vec3 start_slopes, vec3 end_slopes)
{
vec3 end_or_zero_slopes = mix(vec3(0.0), end_slopes, greaterThan(parameters, vec3(1.0)));
vec3 slopes = mix(end_or_zero_slopes, start_slopes, lessThan(parameters, vec3(0.0)));
parameters = parameters - mix(vec3(0.0), vec3(1.0), greaterThan(parameters, vec3(1.0)));
return values + parameters * slopes;
}
/* Curve maps are stored in sampler objects that are evaluated in the [0, 1] range, so normalize
* parameters accordingly. */
#define NORMALIZE_PARAMETER(parameter, minimum, range) ((parameter - minimum) * range)
void curves_combined_rgb(float factor,
vec4 color,
vec4 black_level,
vec4 white_level,
sampler1DArray curve_map,
const float layer,
vec4 range_minimums,
vec4 range_dividers,
vec4 start_slopes,
vec4 end_slopes,
out vec4 result)
{
vec4 balanced = white_balance(color, black_level, white_level);
/* First, evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the
* UI. */
vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimums.aaa, range_dividers.aaa);
result.r = texture(curve_map, vec2(parameters.x, layer)).a;
result.g = texture(curve_map, vec2(parameters.y, layer)).a;
result.b = texture(curve_map, vec2(parameters.z, layer)).a;
/* Then, extrapolate if needed. */
result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.aaa, end_slopes.aaa);
/* Then, evaluate each channel on its curve map. */
parameters = NORMALIZE_PARAMETER(result.rgb, range_minimums.rgb, range_dividers.rgb);
result.r = texture(curve_map, vec2(parameters.r, layer)).r;
result.g = texture(curve_map, vec2(parameters.g, layer)).g;
result.b = texture(curve_map, vec2(parameters.b, layer)).b;
/* Then, extrapolate again if needed. */
result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.rgb, end_slopes.rgb);
result.a = color.a;
result = mix(color, result, factor);
}
void curves_combined_only(float factor,
vec4 color,
vec4 black_level,
vec4 white_level,
sampler1DArray curve_map,
const float layer,
float range_minimum,
float range_divider,
float start_slope,
float end_slope,
out vec4 result)
{
vec4 balanced = white_balance(color, black_level, white_level);
/* Evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the
* UI. */
vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimum, range_divider);
result.r = texture(curve_map, vec2(parameters.x, layer)).a;
result.g = texture(curve_map, vec2(parameters.y, layer)).a;
result.b = texture(curve_map, vec2(parameters.z, layer)).a;
/* Then, extrapolate if needed. */
result.rgb = extrapolate_if_needed(parameters, result.rgb, vec3(start_slope), vec3(end_slope));
result.a = color.a;
result = mix(color, result, factor);
}
void curves_vector(vec3 vector,
sampler1DArray curve_map,
const float layer,
vec3 range_minimums,
vec3 range_dividers,
vec3 start_slopes,
vec3 end_slopes,
out vec3 result)
{
/* Evaluate each component on its curve map. */
vec3 parameters = NORMALIZE_PARAMETER(vector, range_minimums, range_dividers);
result.x = texture(curve_map, vec2(parameters.x, layer)).x;
result.y = texture(curve_map, vec2(parameters.y, layer)).y;
result.z = texture(curve_map, vec2(parameters.z, layer)).z;
/* Then, extrapolate if needed. */
result = extrapolate_if_needed(parameters, result, start_slopes, end_slopes);
}
void curves_vector_mixed(float factor,
vec3 vector,
sampler1DArray curve_map,
const float layer,
vec3 range_minimums,
vec3 range_dividers,
vec3 start_slopes,
vec3 end_slopes,
out vec3 result)
{
curves_vector(
vector, curve_map, layer, range_minimums, range_dividers, start_slopes, end_slopes, result);
result = mix(vector, result, factor);
}
void curves_float(float value,
sampler1DArray curve_map,
const float layer,
float range_minimum,
float range_divider,
float start_slope,
float end_slope,
out float result)
{
/* Evaluate the normalized value on the first curve map. */
float parameter = NORMALIZE_PARAMETER(value, range_minimum, range_divider);
result = texture(curve_map, vec2(parameter, layer)).x;
/* Then, extrapolate if needed. */
result = extrapolate_if_needed(parameter, result, start_slope, end_slope);
}
void curves_float_mixed(float factor,
float value,
sampler1DArray curve_map,
const float layer,
float range_minimum,
float range_divider,
float start_slope,
float end_slope,
out float result)
{
curves_float(
value, curve_map, layer, range_minimum, range_divider, start_slope, end_slope, result);
result = mix(value, result, factor);
}