This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
Omar Emara 6109ad6cce Realtime Compositor: Add basic color nodes
This patch implements the following nodes for the realtime compositor:

- Alpha over node.
- Bright contrast node.
- Color balance node.
- Color correction node.
- Exposure node.
- Gamma node.
- Hue correct node.
- Hue saturation value node.
- Invert node.
- Mix node.
- Posterize node.
- Time curve node.
- Vector curve node.

Differential Revision: https://developer.blender.org/D15228

Reviewed By: Clement Foucault
2022-08-10 09:58:44 +02:00

238 lines
10 KiB
GLSL

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);
}
/* Contrary to standard tone curve implementations, the film-like implementation tries to preserve
* the hue of the colors as much as possible. To understand why this might be a problem, consider
* the violet color (0.5, 0.0, 1.0). If this color was to be evaluated at a power curve x^4, the
* color will be blue (0.0625, 0.0, 1.0). So the color changes and not just its luminosity, which
* is what film-like tone curves tries to avoid.
*
* First, the channels with the lowest and highest values are identified and evaluated at the
* curve. Then, the third channel---the median---is computed while maintaining the original hue of
* the color. To do that, we look at the equation for deriving the hue from RGB values. Assuming
* the maximum, minimum, and median channels are known, and ignoring the 1/3 period offset of the
* hue, the equation is:
*
* hue = (median - min) / (max - min) [1]
*
* Since we have the new values for the minimum and maximum after evaluating at the curve, we also
* have:
*
* hue = (new_median - new_min) / (new_max - new_min) [2]
*
* Since we want the hue to be equivalent, by equating [1] and [2] and rearranging:
*
* (new_median - new_min) / (new_max - new_min) = (median - min) / (max - min)
* new_median - new_min = (new_max - new_min) * (median - min) / (max - min)
* new_median = new_min + (new_max - new_min) * (median - min) / (max - min)
* new_median = new_min + (median - min) * ((new_max - new_min) / (max - min)) [QED]
*
* Which gives us the median color that preserves the hue. More intuitively, the median is computed
* such that the change in the distance from the median to the minimum is proportional to the
* change in the distance from the minimum to the maximum. Finally, each of the new minimum,
* maximum, and median values are written to the color channel that they were originally extracted
* from. */
void curves_film_like(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);
/* Find the maximum, minimum, and median of the color channels. */
float minimum = min(balanced.r, min(balanced.g, balanced.b));
float maximum = max(balanced.r, max(balanced.g, balanced.b));
float median = max(min(balanced.r, balanced.g), min(balanced.b, max(balanced.r, balanced.g)));
/* Evaluate alpha curve map at the maximum and minimum channels. The alpha curve is the Combined
* curve in the UI. */
float min_parameter = NORMALIZE_PARAMETER(minimum, range_minimum, range_divider);
float max_parameter = NORMALIZE_PARAMETER(maximum, range_minimum, range_divider);
float new_min = texture(curve_map, vec2(min_parameter, layer)).a;
float new_max = texture(curve_map, vec2(max_parameter, layer)).a;
/* Then, extrapolate if needed. */
new_min = extrapolate_if_needed(min_parameter, new_min, start_slope, end_slope);
new_max = extrapolate_if_needed(max_parameter, new_max, start_slope, end_slope);
/* Compute the new median using the ratio between the new and the original range. */
float scaling_ratio = (new_max - new_min) / (maximum - minimum);
float new_median = new_min + (median - minimum) * scaling_ratio;
/* Write each value to its original channel. */
bvec3 channel_is_min = equal(balanced.rgb, vec3(minimum));
vec3 median_or_min = mix(vec3(new_median), vec3(new_min), channel_is_min);
bvec3 channel_is_max = equal(balanced.rgb, vec3(maximum));
result.rgb = mix(median_or_min, vec3(new_max), channel_is_max);
result.a = color.a;
result = mix(color, result, clamp(factor, 0.0, 1.0));
}
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);
}