2 * Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>
4 * This file is part of CasparCG (www.casparcg.com).
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.
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.
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/>.
19 * Author: Robert Nagy, ronag89@gmail.com
24 static std::string get_adjustement_glsl()
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
33 vec3 ContrastSaturationBrightness(vec4 color, float brt, float sat, float con)
35 const float AvgLumR = 0.5;
36 const float AvgLumG = 0.5;
37 const float AvgLumB = 0.5;
40 ? vec3(0.0722, 0.7152, 0.2126)
41 : vec3(0.114, 0.587, 0.299);
46 vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
47 vec3 brtColor = color.rgb * brt;
48 vec3 intensity = vec3(dot(brtColor, LumCoeff));
49 vec3 satColor = mix(intensity, brtColor, sat);
50 vec3 conColor = mix(AvgLumin, satColor, con);
52 conColor.rgb *= color.a;
59 ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
61 #define GammaCorrection(color, gamma) pow(color, vec3(1.0 / gamma))
64 ** Levels control (input (+gamma), output)
65 ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
68 #define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
69 #define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
70 #define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color)
71 #define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)
75 static std::string get_blend_glsl()
77 static std::string glsl = R"shader(
79 ** Photoshop & misc math
80 ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
83 ** Blog: http://blog.mouaif.org
84 ** Post: http://blog.mouaif.org/?p=94
92 vec4 Desaturate(vec3 color, float Desaturation)
94 vec3 grayXfer = vec3(0.3, 0.59, 0.11);
95 vec3 gray = vec3(dot(grayXfer, color));
96 return vec4(mix(color, gray, Desaturation), 1.0);
101 ** Hue, saturation, luminance
104 vec3 RGBToHSL(vec3 color)
108 float fmin = min(min(color.r, color.g), color.b);
109 float fmax = max(max(color.r, color.g), color.b);
110 float delta = fmax - fmin;
112 hsl.z = (fmax + fmin) / 2.0;
122 hsl.y = delta / (fmax + fmin);
124 hsl.y = delta / (2.0 - fmax - fmin);
126 float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
127 float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
128 float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
130 if (color.r == fmax )
131 hsl.x = deltaB - deltaG;
132 else if (color.g == fmax)
133 hsl.x = (1.0 / 3.0) + deltaR - deltaB;
134 else if (color.b == fmax)
135 hsl.x = (2.0 / 3.0) + deltaG - deltaR;
139 else if (hsl.x > 1.0)
146 float HueToRGB(float f1, float f2, float hue)
153 if ((6.0 * hue) < 1.0)
154 res = f1 + (f2 - f1) * 6.0 * hue;
155 else if ((2.0 * hue) < 1.0)
157 else if ((3.0 * hue) < 2.0)
158 res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
164 vec3 HSLToRGB(vec3 hsl)
175 f2 = hsl.z * (1.0 + hsl.y);
177 f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
179 float f1 = 2.0 * hsl.z - f2;
181 rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
182 rgb.g = HueToRGB(f1, f2, hsl.x);
183 rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
193 ** Float blending modes
194 ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
195 ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
198 #define BlendLinearDodgef BlendAddf
199 #define BlendLinearBurnf BlendSubstractf
200 #define BlendAddf(base, blend) min(base + blend, 1.0)
201 #define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0)
202 #define BlendLightenf(base, blend) max(blend, base)
203 #define BlendDarkenf(base, blend) min(blend, base)
204 #define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
205 #define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend)))
206 #define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
207 #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)))
208 #define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
209 #define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
210 #define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
211 #define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
212 #define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
213 #define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))
217 ** Vector3 blending modes
220 #define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
222 #define BlendNormal(base, blend) (blend)
223 #define BlendLighten BlendLightenf
224 #define BlendDarken BlendDarkenf
225 #define BlendMultiply(base, blend) (base * blend)
226 #define BlendAverage(base, blend) ((base + blend) / 2.0)
227 #define BlendAdd(base, blend) min(base + blend, vec3(1.0))
228 #define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0))
229 #define BlendDifference(base, blend) abs(base - blend)
230 #define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend))
231 #define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend)
232 #define BlendScreen(base, blend) Blend(base, blend, BlendScreenf)
233 #define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf)
234 #define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf)
235 #define BlendHardLight(base, blend) BlendOverlay(blend, base)
236 #define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef)
237 #define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf)
238 #define BlendLinearDodge BlendAdd
239 #define BlendLinearBurn BlendSubstract
240 #define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf)
241 #define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf)
242 #define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf)
243 #define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf)
244 #define BlendReflect(base, blend) Blend(base, blend, BlendReflectf)
245 #define BlendGlow(base, blend) BlendReflect(blend, base)
246 #define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0))
247 #define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
250 vec3 BlendHue(vec3 base, vec3 blend)
252 vec3 baseHSL = RGBToHSL(base);
253 return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
256 vec3 BlendSaturation(vec3 base, vec3 blend)
258 vec3 baseHSL = RGBToHSL(base);
259 return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
262 vec3 BlendColor(vec3 base, vec3 blend)
264 vec3 blendHSL = RGBToHSL(blend);
265 return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
268 vec3 BlendLuminosity(vec3 base, vec3 blend)
270 vec3 baseHSL = RGBToHSL(base);
271 return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
279 static std::string get_chroma_glsl()
281 static std::string glsl = R"shader(
283 // Author: Tim Eves <timseves@googlemail.com>
285 // This implements the Chroma key algorithm described in the paper:
286 // 'Software Chroma Keying in an Imersive Virtual Environment'
287 // by F. van den Bergh & V. Lalioti
288 // but as a pixel shader algorithm.
290 vec4 grey_xfer = is_hd
291 ? vec4(0.2126, 0.7152, 0.0722, 0)
292 : vec4(0.299, 0.587, 0.114, 0);
294 // This allows us to implement the paper's alphaMap curve in software
295 // rather than a largeish array
296 float alpha_map(float d)
298 return 1.0 - smoothstep(1.0, chroma_softness, d);
301 // http://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl
304 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
305 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
306 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
308 float d = q.x - min(q.w, q.y);
310 return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
313 // From the same page
316 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
317 vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
318 return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
321 float AngleDiff(float angle1, float angle2)
323 return 0.5 - abs(abs(angle1 - angle2) - 0.5);
326 float AngleDiffDirectional(float angle1, float angle2)
328 float diff = angle1 - angle2;
332 : (diff > 0.5 ? diff - 1.0 : diff);
335 float Distance(float actual, float target)
337 return min(0.0, target - actual);
340 float ColorDistance(vec3 hsv)
342 float hueDiff = AngleDiff(hsv.x, chroma_target_hue) * 2;
343 float saturationDiff = Distance(hsv.y, chroma_min_saturation);
344 float brightnessDiff = Distance(hsv.z, chroma_min_brightness);
346 float saturationBrightnessScore = max(brightnessDiff, saturationDiff);
347 float hueScore = hueDiff - chroma_hue_width;
349 return -hueScore * saturationBrightnessScore;
352 vec3 supress_spill(vec3 c)
355 float diff = AngleDiffDirectional(hue, chroma_target_hue);
356 float distance = abs(diff) / chroma_spill_suppress;
361 ? chroma_target_hue - chroma_spill_suppress
362 : chroma_target_hue + chroma_spill_suppress;
363 c.y *= min(1.0, distance + chroma_spill_suppress_saturation);
370 vec4 ChromaOnCustomColor(vec4 c)
372 vec3 hsv = rgb2hsv(c.rgb);
373 float distance = ColorDistance(hsv);
374 float d = distance * -2.0 + 1.0;
375 vec4 suppressed = vec4(hsv2rgb(supress_spill(hsv)), 1.0);
376 float alpha = alpha_map(d);
380 return chroma_show_mask ? vec4(suppressed.a, suppressed.a, suppressed.a, 1) : suppressed;