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[casparcg] / accelerator / ogl / image / blending_glsl.h
1 /*
2 * Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>
3 *
4 * This file is part of CasparCG (www.casparcg.com).
5 *
6 * CasparCG is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
10 *
11 * CasparCG is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with CasparCG. If not, see <http://www.gnu.org/licenses/>.
18 *
19 * Author: Robert Nagy, ronag89@gmail.com
20 */
21
22 #pragma once
23
24 static std::string get_adjustement_glsl()
25 {
26         return R"shader(
27                         /*
28                         ** Contrast, saturation, brightness
29                         ** Code of this function is from TGM's shader pack
30                         ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
31                         */
32
33                         vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
34                         {
35                                 const float AvgLumR = 0.5;
36                                 const float AvgLumG = 0.5;
37                                 const float AvgLumB = 0.5;
38
39                                 vec3 LumCoeff = is_hd
40                                                 ? vec3(0.0722, 0.7152, 0.2126)
41                                                 : vec3(0.114, 0.587, 0.299);
42
43                                 vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
44                                 vec3 brtColor = color * brt;
45                                 vec3 intensity = vec3(dot(brtColor, LumCoeff));
46                                 vec3 satColor = mix(intensity, brtColor, sat);
47                                 vec3 conColor = mix(AvgLumin, satColor, con);
48                                 return conColor;
49                         }
50
51                         /*
52                         ** Gamma correction
53                         ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
54                         */
55                         #define GammaCorrection(color, gamma)                                                           pow(color, vec3(1.0 / gamma))
56
57                         /*
58                         ** Levels control (input (+gamma), output)
59                         ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
60                         */
61
62                         #define LevelsControlInputRange(color, minInput, maxInput)                              min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
63                         #define LevelsControlInput(color, minInput, gamma, maxInput)                            GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
64                         #define LevelsControlOutputRange(color, minOutput, maxOutput)                   mix(vec3(minOutput), vec3(maxOutput), color)
65                         #define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput)   LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)
66         )shader";
67 }
68
69 static std::string get_blend_glsl()
70 {
71         static std::string glsl = R"shader(
72                         /*
73                         ** Photoshop & misc math
74                         ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
75                         **
76                         ** Romain Dura | Romz
77                         ** Blog: http://blog.mouaif.org
78                         ** Post: http://blog.mouaif.org/?p=94
79                         */
80
81
82                         /*
83                         ** Desaturation
84                         */
85
86                         vec4 Desaturate(vec3 color, float Desaturation)
87                         {
88                                 vec3 grayXfer = vec3(0.3, 0.59, 0.11);
89                                 vec3 gray = vec3(dot(grayXfer, color));
90                                 return vec4(mix(color, gray, Desaturation), 1.0);
91                         }
92
93
94                         /*
95                         ** Hue, saturation, luminance
96                         */
97
98                         vec3 RGBToHSL(vec3 color)
99                         {
100                                 vec3 hsl;
101
102                                 float fmin = min(min(color.r, color.g), color.b);
103                                 float fmax = max(max(color.r, color.g), color.b);
104                                 float delta = fmax - fmin;
105
106                                 hsl.z = (fmax + fmin) / 2.0;
107
108                                 if (delta == 0.0)
109                                 {
110                                         hsl.x = 0.0;
111                                         hsl.y = 0.0;
112                                 }
113                                 else
114                                 {
115                                         if (hsl.z < 0.5)
116                                                 hsl.y = delta / (fmax + fmin);
117                                         else
118                                                 hsl.y = delta / (2.0 - fmax - fmin);
119
120                                         float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
121                                         float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
122                                         float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
123
124                                         if (color.r == fmax )
125                                                 hsl.x = deltaB - deltaG;
126                                         else if (color.g == fmax)
127                                                 hsl.x = (1.0 / 3.0) + deltaR - deltaB;
128                                         else if (color.b == fmax)
129                                                 hsl.x = (2.0 / 3.0) + deltaG - deltaR;
130
131                                         if (hsl.x < 0.0)
132                                                 hsl.x += 1.0;
133                                         else if (hsl.x > 1.0)
134                                                 hsl.x -= 1.0;
135                                 }
136
137                                 return hsl;
138                         }
139
140                         float HueToRGB(float f1, float f2, float hue)
141                         {
142                                 if (hue < 0.0)
143                                         hue += 1.0;
144                                 else if (hue > 1.0)
145                                         hue -= 1.0;
146                                 float res;
147                                 if ((6.0 * hue) < 1.0)
148                                         res = f1 + (f2 - f1) * 6.0 * hue;
149                                 else if ((2.0 * hue) < 1.0)
150                                         res = f2;
151                                 else if ((3.0 * hue) < 2.0)
152                                         res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
153                                 else
154                                         res = f1;
155                                 return res;
156                         }
157
158                         vec3 HSLToRGB(vec3 hsl)
159                         {
160                                 vec3 rgb;
161
162                                 if (hsl.y == 0.0)
163                                         rgb = vec3(hsl.z);
164                                 else
165                                 {
166                                         float f2;
167
168                                         if (hsl.z < 0.5)
169                                                 f2 = hsl.z * (1.0 + hsl.y);
170                                         else
171                                                 f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
172
173                                         float f1 = 2.0 * hsl.z - f2;
174
175                                         rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
176                                         rgb.g = HueToRGB(f1, f2, hsl.x);
177                                         rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
178                                 }
179
180                                 return rgb;
181                         }
182
183
184
185
186                         /*
187                         ** Float blending modes
188                         ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
189                         ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
190                         */
191
192                         #define BlendLinearDodgef                                       BlendAddf
193                         #define BlendLinearBurnf                                        BlendSubstractf
194                         #define BlendAddf(base, blend)                          min(base + blend, 1.0)
195                         #define BlendSubstractf(base, blend)            max(base + blend - 1.0, 0.0)
196                         #define BlendLightenf(base, blend)              max(blend, base)
197                         #define BlendDarkenf(base, blend)                       min(blend, base)
198                         #define BlendLinearLightf(base, blend)  (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
199                         #define BlendScreenf(base, blend)                       (1.0 - ((1.0 - base) * (1.0 - blend)))
200                         #define BlendOverlayf(base, blend)              (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
201                         #define BlendSoftLightf(base, blend)            ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend)))
202                         #define BlendColorDodgef(base, blend)           ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
203                         #define BlendColorBurnf(base, blend)            ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
204                         #define BlendVividLightf(base, blend)           ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
205                         #define BlendPinLightf(base, blend)             ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
206                         #define BlendHardMixf(base, blend)              ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
207                         #define BlendReflectf(base, blend)              ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))
208
209
210                         /*
211                         ** Vector3 blending modes
212                         */
213
214                         #define Blend(base, blend, funcf)                       vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
215
216                         #define BlendNormal(base, blend)                        (blend)
217                         #define BlendLighten                                            BlendLightenf
218                         #define BlendDarken                                             BlendDarkenf
219                         #define BlendMultiply(base, blend)              (base * blend)
220                         #define BlendAverage(base, blend)                       ((base + blend) / 2.0)
221                         #define BlendAdd(base, blend)                           min(base + blend, vec3(1.0))
222                         #define BlendSubstract(base, blend)             max(base + blend - vec3(1.0), vec3(0.0))
223                         #define BlendDifference(base, blend)            abs(base - blend)
224                         #define BlendNegation(base, blend)              (vec3(1.0) - abs(vec3(1.0) - base - blend))
225                         #define BlendExclusion(base, blend)             (base + blend - 2.0 * base * blend)
226                         #define BlendScreen(base, blend)                        Blend(base, blend, BlendScreenf)
227                         #define BlendOverlay(base, blend)                       Blend(base, blend, BlendOverlayf)
228                         #define BlendSoftLight(base, blend)             Blend(base, blend, BlendSoftLightf)
229                         #define BlendHardLight(base, blend)             BlendOverlay(blend, base)
230                         #define BlendColorDodge(base, blend)            Blend(base, blend, BlendColorDodgef)
231                         #define BlendColorBurn(base, blend)             Blend(base, blend, BlendColorBurnf)
232                         #define BlendLinearDodge                                        BlendAdd
233                         #define BlendLinearBurn                                 BlendSubstract
234                         #define BlendLinearLight(base, blend)           Blend(base, blend, BlendLinearLightf)
235                         #define BlendVividLight(base, blend)            Blend(base, blend, BlendVividLightf)
236                         #define BlendPinLight(base, blend)              Blend(base, blend, BlendPinLightf)
237                         #define BlendHardMix(base, blend)                       Blend(base, blend, BlendHardMixf)
238                         #define BlendReflect(base, blend)                       Blend(base, blend, BlendReflectf)
239                         #define BlendGlow(base, blend)                  BlendReflect(blend, base)
240                         #define BlendPhoenix(base, blend)                       (min(base, blend) - max(base, blend) + vec3(1.0))
241                         #define BlendOpacity(base, blend, F, O)         (F(base, blend) * O + blend * (1.0 - O))
242
243
244                         vec3 BlendHue(vec3 base, vec3 blend)
245                         {
246                                 vec3 baseHSL = RGBToHSL(base);
247                                 return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
248                         }
249
250                         vec3 BlendSaturation(vec3 base, vec3 blend)
251                         {
252                                 vec3 baseHSL = RGBToHSL(base);
253                                 return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
254                         }
255
256                         vec3 BlendColor(vec3 base, vec3 blend)
257                         {
258                                 vec3 blendHSL = RGBToHSL(blend);
259                                 return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
260                         }
261
262                         vec3 BlendLuminosity(vec3 base, vec3 blend)
263                         {
264                                 vec3 baseHSL = RGBToHSL(base);
265                                 return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
266                         }
267
268         )shader";
269
270         return glsl;
271 }
272
273 static std::string get_chroma_glsl()
274 {
275         static std::string glsl = R"shader(
276                 // Chroma keying
277                 // Author: Tim Eves <timseves@googlemail.com>
278                 //
279                 // This implements the Chroma key algorithm described in the paper:
280                 //      'Software Chroma Keying in an Imersive Virtual Environment'
281                 //      by F. van den Bergh & V. Lalioti
282                 // but as a pixel shader algorithm.
283                 //
284                 vec4  grey_xfer  = is_hd
285                                 ? vec4(0.2126, 0.7152, 0.0722, 0)
286                                 : vec4(0.299,  0.587,  0.114, 0);
287
288                 // This allows us to implement the paper's alphaMap curve in software
289                 // rather than a largeish array
290                 float alpha_map(float d)
291                 {
292                     return 1.0 - smoothstep(1.0, chroma_softness, d);
293                 }
294
295                 // http://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl
296                 vec3 rgb2hsv(vec3 c)
297                 {
298                         vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
299                         vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
300                         vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
301
302                         float d = q.x - min(q.w, q.y);
303                         float e = 1.0e-10;
304                         return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
305                 }
306
307                 // From the same page
308                 vec3 hsv2rgb(vec3 c)
309                 {
310                         vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
311                         vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
312                         return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
313                 }
314
315                 float AngleDiff(float angle1, float angle2)
316                 {
317                         return 0.5 - abs(abs(angle1 - angle2) - 0.5);
318                 }
319
320                 float AngleDiffDirectional(float angle1, float angle2)
321                 {
322                         float diff = angle1 - angle2;
323
324                         return diff < -0.5
325                                         ? diff + 1.0
326                                         : (diff > 0.5 ? diff - 1.0 : diff);
327                 }
328
329                 float Distance(float actual, float target)
330                 {
331                         return min(0.0, target - actual);
332                 }
333
334                 float ColorDistance(vec3 hsv)
335                 {
336                         float hueDiff                                   = AngleDiff(hsv.x, chroma_target_hue) * 2;
337                         float saturationDiff                    = Distance(hsv.y, chroma_min_saturation);
338                         float brightnessDiff                    = Distance(hsv.z, chroma_min_brightness);
339
340                         float saturationBrightnessScore = max(brightnessDiff, saturationDiff);
341                         float hueScore                                  = hueDiff - chroma_hue_width;
342
343                         return -hueScore * saturationBrightnessScore;
344                 }
345
346                 vec3 supress_spill(vec3 c)
347                 {
348                         float hue               = c.x;
349                         float diff              = AngleDiffDirectional(hue, chroma_target_hue);
350                         float distance  = abs(diff) / chroma_spill_suppress;
351
352                         if (distance < 1)
353                         {
354                                 c.x = diff < 0
355                                                 ? chroma_target_hue - chroma_spill_suppress
356                                                 : chroma_target_hue + chroma_spill_suppress;
357                                 c.y *= min(1.0, distance + chroma_spill_suppress_saturation);
358                         }
359
360                         return c;
361                 }
362
363                 // Key on any color
364                 vec4 ChromaOnCustomColor(vec4 c)
365                 {
366                         vec3 hsv                = rgb2hsv(c.rgb);
367                         float distance  = ColorDistance(hsv);
368                         float d                 = distance * -2.0 + 1.0;
369                     vec4 suppressed     = vec4(hsv2rgb(supress_spill(hsv)), 1.0);
370                         float alpha             = alpha_map(d);
371
372                         suppressed *= alpha;
373
374                         return chroma_show_mask ? vec4(suppressed.a, suppressed.a, suppressed.a, 1) : suppressed;
375                 }
376         )shader";
377
378         return glsl;
379 }