static std::string get_adjustement_glsl()
{
- return
- "\n /* "
- "\n ** Contrast, saturation, brightness "
- "\n ** Code of this function is from TGM's shader pack "
- "\n ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 "
- "\n */ "
- "\n "
- "\n vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) "
- "\n { "
- "\n const float AvgLumR = 0.5; "
- "\n const float AvgLumG = 0.5; "
- "\n const float AvgLumB = 0.5; "
- "\n "
- "\n const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); "
- "\n "
- "\n vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); "
- "\n vec3 brtColor = color * brt; "
- "\n vec3 intensity = vec3(dot(brtColor, LumCoeff)); "
- "\n vec3 satColor = mix(intensity, brtColor, sat); "
- "\n vec3 conColor = mix(AvgLumin, satColor, con); "
- "\n return conColor; "
- "\n } "
- "\n "
- "\n /* "
- "\n ** Gamma correction "
- "\n ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/ "
- "\n */ "
- "\n "
- "\n#define GammaCorrection(color, gamma) pow(color, vec3(1.0 / gamma)) \n "
- "\n "
- "\n /* "
- "\n ** Levels control (input (+gamma), output) "
- "\n ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/ "
- "\n */ "
- "\n "
- "\n#define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0)) \n "
- "\n#define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma) \n "
- "\n#define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color) \n "
- "\n#define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput) \n "
- ;
+ return R"shader(
+ /*
+ ** Contrast, saturation, brightness
+ ** Code of this function is from TGM's shader pack
+ ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
+ */
+
+ vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
+ {
+ const float AvgLumR = 0.5;
+ const float AvgLumG = 0.5;
+ const float AvgLumB = 0.5;
+
+ const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
+
+ vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
+ vec3 brtColor = color * brt;
+ vec3 intensity = vec3(dot(brtColor, LumCoeff));
+ vec3 satColor = mix(intensity, brtColor, sat);
+ vec3 conColor = mix(AvgLumin, satColor, con);
+ return conColor;
+ }
+
+ /*
+ ** Gamma correction
+ ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
+ */
+ #define GammaCorrection(color, gamma) pow(color, vec3(1.0 / gamma))
+
+ /*
+ ** Levels control (input (+gamma), output)
+ ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
+ */
+
+ #define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
+ #define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
+ #define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color)
+ #define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)
+ )shader";
}
static std::string get_blend_glsl()
{
- static std::string glsl =
- "\n /* "
- "\n ** Photoshop & misc math "
- "\n ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control "
- "\n ** "
- "\n ** Romain Dura | Romz "
- "\n ** Blog: http://blog.mouaif.org "
- "\n ** Post: http://blog.mouaif.org/?p=94 "
- "\n */ "
- "\n "
- "\n "
- "\n /* "
- "\n ** Desaturation "
- "\n */ "
- "\n "
- "\n vec4 Desaturate(vec3 color, float Desaturation) "
- "\n { "
- "\n vec3 grayXfer = vec3(0.3, 0.59, 0.11); "
- "\n vec3 gray = vec3(dot(grayXfer, color)); "
- "\n return vec4(mix(color, gray, Desaturation), 1.0); "
- "\n } "
- "\n "
- "\n "
- "\n /* "
- "\n ** Hue, saturation, luminance "
- "\n */ "
- "\n "
- "\n vec3 RGBToHSL(vec3 color) "
- "\n { "
- "\n vec3 hsl; "
- "\n "
- "\n float fmin = min(min(color.r, color.g), color.b); "
- "\n float fmax = max(max(color.r, color.g), color.b); "
- "\n float delta = fmax - fmin; "
- "\n "
- "\n hsl.z = (fmax + fmin) / 2.0; "
- "\n "
- "\n if (delta == 0.0) "
- "\n { "
- "\n hsl.x = 0.0; "
- "\n hsl.y = 0.0; "
- "\n } "
- "\n else "
- "\n { "
- "\n if (hsl.z < 0.5) "
- "\n hsl.y = delta / (fmax + fmin); "
- "\n else "
- "\n hsl.y = delta / (2.0 - fmax - fmin); "
- "\n "
- "\n float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; "
- "\n float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; "
- "\n float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; "
- "\n "
- "\n if (color.r == fmax ) "
- "\n hsl.x = deltaB - deltaG; "
- "\n else if (color.g == fmax) "
- "\n hsl.x = (1.0 / 3.0) + deltaR - deltaB; "
- "\n else if (color.b == fmax) "
- "\n hsl.x = (2.0 / 3.0) + deltaG - deltaR; "
- "\n "
- "\n if (hsl.x < 0.0) "
- "\n hsl.x += 1.0; "
- "\n else if (hsl.x > 1.0) "
- "\n hsl.x -= 1.0; "
- "\n } "
- "\n "
- "\n return hsl; "
- "\n } "
- "\n "
- "\n float HueToRGB(float f1, float f2, float hue) "
- "\n { "
- "\n if (hue < 0.0) "
- "\n hue += 1.0; "
- "\n else if (hue > 1.0) "
- "\n hue -= 1.0; "
- "\n float res; "
- "\n if ((6.0 * hue) < 1.0) "
- "\n res = f1 + (f2 - f1) * 6.0 * hue; "
- "\n else if ((2.0 * hue) < 1.0) "
- "\n res = f2; "
- "\n else if ((3.0 * hue) < 2.0) "
- "\n res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; "
- "\n else "
- "\n res = f1; "
- "\n return res; "
- "\n } "
- "\n "
- "\n vec3 HSLToRGB(vec3 hsl) "
- "\n { "
- "\n vec3 rgb; "
- "\n "
- "\n if (hsl.y == 0.0) "
- "\n rgb = vec3(hsl.z); "
- "\n else "
- "\n { "
- "\n float f2; "
- "\n "
- "\n if (hsl.z < 0.5) "
- "\n f2 = hsl.z * (1.0 + hsl.y); "
- "\n else "
- "\n f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); "
- "\n "
- "\n float f1 = 2.0 * hsl.z - f2; "
- "\n "
- "\n rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); "
- "\n rgb.g = HueToRGB(f1, f2, hsl.x); "
- "\n rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0)); "
- "\n } "
- "\n "
- "\n return rgb; "
- "\n } "
- "\n "
- "\n "
- "\n "
- "\n "
- "\n /* "
- "\n ** Float blending modes "
- "\n ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/ "
- "\n ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results "
- "\n */ "
- "\n \n "
- "\n#define BlendLinearDodgef BlendAddf \n "
- "\n#define BlendLinearBurnf BlendSubstractf \n "
- "\n#define BlendAddf(base, blend) min(base + blend, 1.0) \n "
- "\n#define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0) \n "
- "\n#define BlendLightenf(base, blend) max(blend, base) \n "
- "\n#define BlendDarkenf(base, blend) min(blend, base) \n "
- "\n#define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5)))) \n "
- "\n#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend))) \n "
- "\n#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) \n "
- "\n#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))) \n "
- "\n#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0)) \n "
- "\n#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0)) \n "
- "\n#define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5)))) \n "
- "\n#define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5)))) \n "
- "\n#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0) \n "
- "\n#define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0)) \n "
- "\n "
- "\n "
- "\n /* "
- "\n ** Vector3 blending modes "
- "\n */ "
- "\n "
- "\n#define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b)) \n "
- "\n \n "
- "\n#define BlendNormal(base, blend) (blend) \n "
- "\n#define BlendLighten BlendLightenf \n "
- "\n#define BlendDarken BlendDarkenf \n "
- "\n#define BlendMultiply(base, blend) (base * blend) \n "
- "\n#define BlendAverage(base, blend) ((base + blend) / 2.0) \n "
- "\n#define BlendAdd(base, blend) min(base + blend, vec3(1.0)) \n "
- "\n#define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0)) \n "
- "\n#define BlendDifference(base, blend) abs(base - blend) \n "
- "\n#define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend)) \n "
- "\n#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend) \n "
- "\n#define BlendScreen(base, blend) Blend(base, blend, BlendScreenf) \n "
- "\n#define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf) \n "
- "\n#define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf) \n "
- "\n#define BlendHardLight(base, blend) BlendOverlay(blend, base) \n "
- "\n#define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef) \n "
- "\n#define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf) \n "
- "\n#define BlendLinearDodge BlendAdd \n "
- "\n#define BlendLinearBurn BlendSubstract \n "
- "\n#define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf) \n "
- "\n#define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf) \n "
- "\n#define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf) \n "
- "\n#define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf) \n "
- "\n#define BlendReflect(base, blend) Blend(base, blend, BlendReflectf) \n "
- "\n#define BlendGlow(base, blend) BlendReflect(blend, base) \n "
- "\n#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0)) \n "
- "\n#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O)) \n "
- "\n "
- "\n "
- "\n vec3 BlendHue(vec3 base, vec3 blend) "
- "\n { "
- "\n vec3 baseHSL = RGBToHSL(base); "
- "\n return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b)); "
- "\n } "
- "\n "
- "\n vec3 BlendSaturation(vec3 base, vec3 blend) "
- "\n { "
- "\n vec3 baseHSL = RGBToHSL(base); "
- "\n return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b)); "
- "\n } "
- "\n "
- "\n vec3 BlendColor(vec3 base, vec3 blend) "
- "\n { "
- "\n vec3 blendHSL = RGBToHSL(blend); "
- "\n return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b)); "
- "\n } "
- "\n "
- "\n vec3 BlendLuminosity(vec3 base, vec3 blend) "
- "\n { "
- "\n vec3 baseHSL = RGBToHSL(base); "
- "\n return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b)); "
- "\n } "
- "\n "
- ;
-
- return glsl;
-}
\ No newline at end of file
+ static std::string glsl = R"shader(
+ /*
+ ** Photoshop & misc math
+ ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
+ **
+ ** Romain Dura | Romz
+ ** Blog: http://blog.mouaif.org
+ ** Post: http://blog.mouaif.org/?p=94
+ */
+
+
+ /*
+ ** Desaturation
+ */
+
+ vec4 Desaturate(vec3 color, float Desaturation)
+ {
+ vec3 grayXfer = vec3(0.3, 0.59, 0.11);
+ vec3 gray = vec3(dot(grayXfer, color));
+ return vec4(mix(color, gray, Desaturation), 1.0);
+ }
+
+
+ /*
+ ** Hue, saturation, luminance
+ */
+
+ vec3 RGBToHSL(vec3 color)
+ {
+ vec3 hsl;
+
+ float fmin = min(min(color.r, color.g), color.b);
+ float fmax = max(max(color.r, color.g), color.b);
+ float delta = fmax - fmin;
+
+ hsl.z = (fmax + fmin) / 2.0;
+
+ if (delta == 0.0)
+ {
+ hsl.x = 0.0;
+ hsl.y = 0.0;
+ }
+ else
+ {
+ if (hsl.z < 0.5)
+ hsl.y = delta / (fmax + fmin);
+ else
+ hsl.y = delta / (2.0 - fmax - fmin);
+
+ float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
+ float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
+ float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
+
+ if (color.r == fmax )
+ hsl.x = deltaB - deltaG;
+ else if (color.g == fmax)
+ hsl.x = (1.0 / 3.0) + deltaR - deltaB;
+ else if (color.b == fmax)
+ hsl.x = (2.0 / 3.0) + deltaG - deltaR;
+
+ if (hsl.x < 0.0)
+ hsl.x += 1.0;
+ else if (hsl.x > 1.0)
+ hsl.x -= 1.0;
+ }
+
+ return hsl;
+ }
+
+ float HueToRGB(float f1, float f2, float hue)
+ {
+ if (hue < 0.0)
+ hue += 1.0;
+ else if (hue > 1.0)
+ hue -= 1.0;
+ float res;
+ if ((6.0 * hue) < 1.0)
+ res = f1 + (f2 - f1) * 6.0 * hue;
+ else if ((2.0 * hue) < 1.0)
+ res = f2;
+ else if ((3.0 * hue) < 2.0)
+ res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
+ else
+ res = f1;
+ return res;
+ }
+
+ vec3 HSLToRGB(vec3 hsl)
+ {
+ vec3 rgb;
+
+ if (hsl.y == 0.0)
+ rgb = vec3(hsl.z);
+ else
+ {
+ float f2;
+
+ if (hsl.z < 0.5)
+ f2 = hsl.z * (1.0 + hsl.y);
+ else
+ f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
+
+ float f1 = 2.0 * hsl.z - f2;
+
+ rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
+ rgb.g = HueToRGB(f1, f2, hsl.x);
+ rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
+ }
+
+ return rgb;
+ }
+
+
+
+
+ /*
+ ** Float blending modes
+ ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
+ ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
+ */
+
+ #define BlendLinearDodgef BlendAddf
+ #define BlendLinearBurnf BlendSubstractf
+ #define BlendAddf(base, blend) min(base + blend, 1.0)
+ #define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0)
+ #define BlendLightenf(base, blend) max(blend, base)
+ #define BlendDarkenf(base, blend) min(blend, base)
+ #define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
+ #define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend)))
+ #define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
+ #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)))
+ #define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
+ #define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
+ #define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
+ #define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
+ #define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
+ #define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))
+
+
+ /*
+ ** Vector3 blending modes
+ */
+
+ #define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
+
+ #define BlendNormal(base, blend) (blend)
+ #define BlendLighten BlendLightenf
+ #define BlendDarken BlendDarkenf
+ #define BlendMultiply(base, blend) (base * blend)
+ #define BlendAverage(base, blend) ((base + blend) / 2.0)
+ #define BlendAdd(base, blend) min(base + blend, vec3(1.0))
+ #define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0))
+ #define BlendDifference(base, blend) abs(base - blend)
+ #define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend))
+ #define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend)
+ #define BlendScreen(base, blend) Blend(base, blend, BlendScreenf)
+ #define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf)
+ #define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf)
+ #define BlendHardLight(base, blend) BlendOverlay(blend, base)
+ #define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef)
+ #define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf)
+ #define BlendLinearDodge BlendAdd
+ #define BlendLinearBurn BlendSubstract
+ #define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf)
+ #define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf)
+ #define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf)
+ #define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf)
+ #define BlendReflect(base, blend) Blend(base, blend, BlendReflectf)
+ #define BlendGlow(base, blend) BlendReflect(blend, base)
+ #define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0))
+ #define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
+
+
+ vec3 BlendHue(vec3 base, vec3 blend)
+ {
+ vec3 baseHSL = RGBToHSL(base);
+ return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
+ }
+
+ vec3 BlendSaturation(vec3 base, vec3 blend)
+ {
+ vec3 baseHSL = RGBToHSL(base);
+ return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
+ }
+
+ vec3 BlendColor(vec3 base, vec3 blend)
+ {
+ vec3 blendHSL = RGBToHSL(blend);
+ return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
+ }
+
+ vec3 BlendLuminosity(vec3 base, vec3 blend)
+ {
+ vec3 baseHSL = RGBToHSL(base);
+ return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
+ }
+
+ )shader";
+
+ return glsl;
+}
std::string get_blend_color_func()
{
- return
-
- get_adjustement_glsl()
-
- +
+ return
- get_blend_glsl()
-
- +
-
- "vec3 get_blend_color(vec3 back, vec3 fore) \n"
- "{ \n"
- " switch(blend_mode) \n"
- " { \n"
- " case 0: return BlendNormal(back, fore); \n"
- " case 1: return BlendLighten(back, fore); \n"
- " case 2: return BlendDarken(back, fore); \n"
- " case 3: return BlendMultiply(back, fore); \n"
- " case 4: return BlendAverage(back, fore); \n"
- " case 5: return BlendAdd(back, fore); \n"
- " case 6: return BlendSubstract(back, fore); \n"
- " case 7: return BlendDifference(back, fore); \n"
- " case 8: return BlendNegation(back, fore); \n"
- " case 9: return BlendExclusion(back, fore); \n"
- " case 10: return BlendScreen(back, fore); \n"
- " case 11: return BlendOverlay(back, fore); \n"
- //" case 12: return BlendSoftLight(back, fore); \n"
- " case 13: return BlendHardLight(back, fore); \n"
- " case 14: return BlendColorDodge(back, fore); \n"
- " case 15: return BlendColorBurn(back, fore); \n"
- " case 16: return BlendLinearDodge(back, fore); \n"
- " case 17: return BlendLinearBurn(back, fore); \n"
- " case 18: return BlendLinearLight(back, fore); \n"
- " case 19: return BlendVividLight(back, fore); \n"
- " case 20: return BlendPinLight(back, fore); \n"
- " case 21: return BlendHardMix(back, fore); \n"
- " case 22: return BlendReflect(back, fore); \n"
- " case 23: return BlendGlow(back, fore); \n"
- " case 24: return BlendPhoenix(back, fore); \n"
- " case 25: return BlendHue(back, fore); \n"
- " case 26: return BlendSaturation(back, fore); \n"
- " case 27: return BlendColor(back, fore); \n"
- " case 28: return BlendLuminosity(back, fore); \n"
- " } \n"
- " return BlendNormal(back, fore); \n"
- "} \n"
- " \n"
- "vec4 blend(vec4 fore) \n"
- "{ \n"
- " vec4 back = texture2D(background, gl_TexCoord[1].st).bgra; \n"
- " if(blend_mode != 0) \n"
- " fore.rgb = get_blend_color(back.rgb/(back.a+0.0000001), fore.rgb/(fore.a+0.0000001))*fore.a;\n"
- " switch(keyer) \n"
- " { \n"
- " case 1: return fore + back; // additive \n"
- " default: return fore + (1.0-fore.a)*back; // linear \n"
- " } \n"
- "} \n";
+ get_adjustement_glsl()
+
+ +
+
+ get_blend_glsl()
+
+ +
+
+ R"shader(
+ vec3 get_blend_color(vec3 back, vec3 fore)
+ {
+ switch(blend_mode)
+ {
+ case 0: return BlendNormal(back, fore);
+ case 1: return BlendLighten(back, fore);
+ case 2: return BlendDarken(back, fore);
+ case 3: return BlendMultiply(back, fore);
+ case 4: return BlendAverage(back, fore);
+ case 5: return BlendAdd(back, fore);
+ case 6: return BlendSubstract(back, fore);
+ case 7: return BlendDifference(back, fore);
+ case 8: return BlendNegation(back, fore);
+ case 9: return BlendExclusion(back, fore);
+ case 10: return BlendScreen(back, fore);
+ case 11: return BlendOverlay(back, fore);
+ // case 12: return BlendSoftLight(back, fore);
+ case 13: return BlendHardLight(back, fore);
+ case 14: return BlendColorDodge(back, fore);
+ case 15: return BlendColorBurn(back, fore);
+ case 16: return BlendLinearDodge(back, fore);
+ case 17: return BlendLinearBurn(back, fore);
+ case 18: return BlendLinearLight(back, fore);
+ case 19: return BlendVividLight(back, fore);
+ case 20: return BlendPinLight(back, fore);
+ case 21: return BlendHardMix(back, fore);
+ case 22: return BlendReflect(back, fore);
+ case 23: return BlendGlow(back, fore);
+ case 24: return BlendPhoenix(back, fore);
+ case 25: return BlendHue(back, fore);
+ case 26: return BlendSaturation(back, fore);
+ case 27: return BlendColor(back, fore);
+ case 28: return BlendLuminosity(back, fore);
+ }
+ return BlendNormal(back, fore);
+ }
+
+ vec4 blend(vec4 fore)
+ {
+ vec4 back = texture2D(background, gl_TexCoord[1].st).bgra;
+ if(blend_mode != 0)
+ fore.rgb = get_blend_color(back.rgb/(back.a+0.0000001), fore.rgb/(fore.a+0.0000001))*fore.a;
+ switch(keyer)
+ {
+ case 1: return fore + back; // additive
+ default: return fore + (1.0-fore.a)*back; // linear
+ }
+ }
+ )shader";
}
std::string get_simple_blend_color_func()
{
- return
-
- get_adjustement_glsl()
-
- +
+ return
+
+ get_adjustement_glsl()
- "vec4 blend(vec4 fore) \n"
- "{ \n"
- " return fore; \n"
- "} \n";
+ +
+
+ R"shader(
+ vec4 blend(vec4 fore)
+ {
+ return fore;
+ }
+ )shader";
}
std::string get_vertex()
{
- return
-
- "void main() \n"
- "{ \n"
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
-// " gl_TexCoord[1] = gl_MultiTexCoord1; \n"
- " vec4 pos = ftransform(); \n"
- " gl_TexCoord[1] = vec4(pos.xy, 0.0, 0.0); \n"
- " pos.x = pos.x*2.0 - 1.0; \n"
- " pos.y = pos.y*2.0 - 1.0; \n"
- " gl_Position = pos; \n"
- "} \n";
+ return R"shader(
+ void main()
+ {
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ // gl_TexCoord[1] = gl_MultiTexCoord1;
+ vec4 pos = ftransform();
+ gl_TexCoord[1] = vec4(pos.xy, 0.0, 0.0);
+ pos.x = pos.x*2.0 - 1.0;
+ pos.y = pos.y*2.0 - 1.0;
+ gl_Position = pos;
+ }
+ )shader";
}
std::string get_fragment(bool blend_modes)
{
- return
+ return R"shader(
+
+ #version 130
+ uniform sampler2D background;
+ uniform sampler2D plane[4];
+ uniform vec2 plane_size[4];
+ uniform sampler2D local_key;
+ uniform sampler2D layer_key;
- "#version 130 \n"
- "uniform sampler2D background; \n"
- "uniform sampler2D plane[4]; \n"
- "uniform vec2 plane_size[4]; \n"
- "uniform sampler2D local_key; \n"
- "uniform sampler2D layer_key; \n"
- " \n"
- "uniform bool is_hd; \n"
- "uniform bool has_local_key; \n"
- "uniform bool has_layer_key; \n"
- "uniform int blend_mode; \n"
- "uniform int keyer; \n"
- "uniform int pixel_format; \n"
- "uniform int deinterlace; \n"
- " \n"
- "uniform float opacity; \n"
- "uniform bool levels; \n"
- "uniform float min_input; \n"
- "uniform float max_input; \n"
- "uniform float gamma; \n"
- "uniform float min_output; \n"
- "uniform float max_output; \n"
- " \n"
- "uniform bool csb; \n"
- "uniform float brt; \n"
- "uniform float sat; \n"
- "uniform float con; \n"
- " \n"
+ uniform bool is_hd;
+ uniform bool has_local_key;
+ uniform bool has_layer_key;
+ uniform int blend_mode;
+ uniform int keyer;
+ uniform int pixel_format;
+ uniform int deinterlace;
+
+ uniform float opacity;
+ uniform bool levels;
+ uniform float min_input;
+ uniform float max_input;
+ uniform float gamma;
+ uniform float min_output;
+ uniform float max_output;
+
+ uniform bool csb;
+ uniform float brt;
+ uniform float sat;
+ uniform float con;
+
+ )shader"
+
-
+
(blend_modes ? get_blend_color_func() : get_simple_blend_color_func())
+
-
- " \n"
- "vec4 ycbcra_to_rgba_sd(float Y, float Cb, float Cr, float A) \n"
- "{ \n"
- " vec4 rgba; \n"
- " rgba.b = (1.164*(Y*255 - 16) + 1.596*(Cr*255 - 128))/255; \n"
- " rgba.g = (1.164*(Y*255 - 16) - 0.813*(Cr*255 - 128) - 0.391*(Cb*255 - 128))/255;\n"
- " rgba.r = (1.164*(Y*255 - 16) + 2.018*(Cb*255 - 128))/255; \n"
- " rgba.a = A; \n"
- " return rgba; \n"
- "} \n"
- " \n"
- "vec4 ycbcra_to_rgba_hd(float Y, float Cb, float Cr, float A) \n"
- "{ \n"
- " vec4 rgba; \n"
- " rgba.b = (1.164*(Y*255 - 16) + 1.793*(Cr*255 - 128))/255; \n"
- " rgba.g = (1.164*(Y*255 - 16) - 0.534*(Cr*255 - 128) - 0.213*(Cb*255 - 128))/255;\n"
- " rgba.r = (1.164*(Y*255 - 16) + 2.115*(Cb*255 - 128))/255; \n"
- " rgba.a = A; \n"
- " return rgba; \n"
- "} \n"
- " \n"
- "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"
- "{ \n"
- " if(is_hd) \n"
- " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"
- " else \n"
- " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"
- "} \n"
- " \n"
- "vec4 get_sample(sampler2D sampler, vec2 coords, vec2 size) \n"
- "{ \n"
- " switch(deinterlace) \n"
- " { \n"
- " case 1: // upper \n"
- " return texture2D(sampler, coords); \n"
- " case 2: // lower \n"
- " return texture2D(sampler, coords); \n"
- " default: \n"
- " return texture2D(sampler, coords); \n"
- " } \n"
- "} \n"
- " \n"
- "vec4 get_rgba_color() \n"
- "{ \n"
- " switch(pixel_format) \n"
- " { \n"
- " case 0: //gray \n"
- " return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rrr, 1.0);\n"
- " case 1: //bgra, \n"
- " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).bgra; \n"
- " case 2: //rgba, \n"
- " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rgba; \n"
- " case 3: //argb, \n"
- " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).argb; \n"
- " case 4: //abgr, \n"
- " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).gbar; \n"
- " case 5: //ycbcr, \n"
- " { \n"
- " float y = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " float cb = get_sample(plane[1], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " float cr = get_sample(plane[2], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"
- " } \n"
- " case 6: //ycbcra \n"
- " { \n"
- " float y = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " float cb = get_sample(plane[1], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " float cr = get_sample(plane[2], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " float a = get_sample(plane[3], gl_TexCoord[0].st, plane_size[0]).r; \n"
- " return ycbcra_to_rgba(y, cb, cr, a); \n"
- " } \n"
- " case 7: //luma \n"
- " { \n"
- " vec3 y3 = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rrr; \n"
- " return vec4((y3-0.065)/0.859, 1.0); \n"
- " } \n"
- " case 8: //bgr, \n"
- " return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).bgr, 1.0);\n"
- " case 9: //rgb, \n"
- " return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rgb, 1.0);\n"
- " } \n"
- " return vec4(0.0, 0.0, 0.0, 0.0); \n"
- "} \n"
- " \n"
- "void main() \n"
- "{ \n"
- " vec4 color = get_rgba_color(); \n"
- " if(levels) \n"
- " color.rgb = LevelsControl(color.rgb, min_input, gamma, max_input, min_output, max_output); \n"
- " if(csb) \n"
- " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \n"
- " if(has_local_key) \n"
- " color *= texture2D(local_key, gl_TexCoord[1].st).r; \n"
- " if(has_layer_key) \n"
- " color *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"
- " color *= opacity; \n"
- " color = blend(color); \n"
- " gl_FragColor = color.bgra; \n"
- "} \n";
+
+ R"shader(
+
+ vec4 ycbcra_to_rgba_sd(float Y, float Cb, float Cr, float A)
+ {
+ vec4 rgba;
+ rgba.b = (1.164*(Y*255 - 16) + 1.596*(Cr*255 - 128))/255;
+ rgba.g = (1.164*(Y*255 - 16) - 0.813*(Cr*255 - 128) - 0.391*(Cb*255 - 128))/255;
+ rgba.r = (1.164*(Y*255 - 16) + 2.018*(Cb*255 - 128))/255;
+ rgba.a = A;
+ return rgba;
+ }
+
+ vec4 ycbcra_to_rgba_hd(float Y, float Cb, float Cr, float A)
+ {
+ vec4 rgba;
+ rgba.b = (1.164*(Y*255 - 16) + 1.793*(Cr*255 - 128))/255;
+ rgba.g = (1.164*(Y*255 - 16) - 0.534*(Cr*255 - 128) - 0.213*(Cb*255 - 128))/255;
+ rgba.r = (1.164*(Y*255 - 16) + 2.115*(Cb*255 - 128))/255;
+ rgba.a = A;
+ return rgba;
+ }
+
+ vec4 ycbcra_to_rgba(float y, float cb, float cr, float a)
+ {
+ if(is_hd)
+ return ycbcra_to_rgba_hd(y, cb, cr, a);
+ else
+ return ycbcra_to_rgba_sd(y, cb, cr, a);
+ }
+
+ vec4 get_sample(sampler2D sampler, vec2 coords, vec2 size)
+ {
+ switch(deinterlace)
+ {
+ case 1: // upper
+ return texture2D(sampler, coords);
+ case 2: // lower
+ return texture2D(sampler, coords);
+ default:
+ return texture2D(sampler, coords);
+ }
+ }
+
+ vec4 get_rgba_color()
+ {
+ switch(pixel_format)
+ {
+ case 0: //gray
+ return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rrr, 1.0);
+ case 1: //bgra,
+ return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).bgra;
+ case 2: //rgba,
+ return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rgba;
+ case 3: //argb,
+ return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).argb;
+ case 4: //abgr,
+ return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).gbar;
+ case 5: //ycbcr,
+ {
+ float y = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).r;
+ float cb = get_sample(plane[1], gl_TexCoord[0].st, plane_size[0]).r;
+ float cr = get_sample(plane[2], gl_TexCoord[0].st, plane_size[0]).r;
+ return ycbcra_to_rgba(y, cb, cr, 1.0);
+ }
+ case 6: //ycbcra
+ {
+ float y = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).r;
+ float cb = get_sample(plane[1], gl_TexCoord[0].st, plane_size[0]).r;
+ float cr = get_sample(plane[2], gl_TexCoord[0].st, plane_size[0]).r;
+ float a = get_sample(plane[3], gl_TexCoord[0].st, plane_size[0]).r;
+ return ycbcra_to_rgba(y, cb, cr, a);
+ }
+ case 7: //luma
+ {
+ vec3 y3 = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rrr;
+ return vec4((y3-0.065)/0.859, 1.0);
+ }
+ case 8: //bgr,
+ return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).bgr, 1.0);
+ case 9: //rgb,
+ return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rgb, 1.0);
+ }
+ return vec4(0.0, 0.0, 0.0, 0.0);
+ }
+
+ void main()
+ {
+ vec4 color = get_rgba_color();
+ if(levels)
+ color.rgb = LevelsControl(color.rgb, min_input, gamma, max_input, min_output, max_output);
+ if(csb)
+ color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con);
+ if(has_local_key)
+ color *= texture2D(local_key, gl_TexCoord[1].st).r;
+ if(has_layer_key)
+ color *= texture2D(layer_key, gl_TexCoord[1].st).r;
+ color *= opacity;
+ color = blend(color);
+ gl_FragColor = color.bgra;
+ }
+ )shader";
}
std::shared_ptr<shader> get_image_shader(