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(vec3 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);
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);
53 ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
55 #define GammaCorrection(color, gamma) pow(color, vec3(1.0 / gamma))
58 ** Levels control (input (+gamma), output)
59 ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
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)
69 static std::string get_blend_glsl()
71 static std::string glsl = R"shader(
73 ** Photoshop & misc math
74 ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
77 ** Blog: http://blog.mouaif.org
78 ** Post: http://blog.mouaif.org/?p=94
86 vec4 Desaturate(vec3 color, float Desaturation)
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);
95 ** Hue, saturation, luminance
98 vec3 RGBToHSL(vec3 color)
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;
106 hsl.z = (fmax + fmin) / 2.0;
116 hsl.y = delta / (fmax + fmin);
118 hsl.y = delta / (2.0 - fmax - fmin);
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;
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;
133 else if (hsl.x > 1.0)
140 float HueToRGB(float f1, float f2, float hue)
147 if ((6.0 * hue) < 1.0)
148 res = f1 + (f2 - f1) * 6.0 * hue;
149 else if ((2.0 * hue) < 1.0)
151 else if ((3.0 * hue) < 2.0)
152 res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
158 vec3 HSLToRGB(vec3 hsl)
169 f2 = hsl.z * (1.0 + hsl.y);
171 f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
173 float f1 = 2.0 * hsl.z - f2;
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));
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
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))
211 ** Vector3 blending modes
214 #define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
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))
244 vec3 BlendHue(vec3 base, vec3 blend)
246 vec3 baseHSL = RGBToHSL(base);
247 return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
250 vec3 BlendSaturation(vec3 base, vec3 blend)
252 vec3 baseHSL = RGBToHSL(base);
253 return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
256 vec3 BlendColor(vec3 base, vec3 blend)
258 vec3 blendHSL = RGBToHSL(blend);
259 return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
262 vec3 BlendLuminosity(vec3 base, vec3 blend)
264 vec3 baseHSL = RGBToHSL(base);
265 return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
273 static std::string get_chroma_glsl()
275 static std::string glsl = R"shader(
277 // Author: Tim Eves <timseves@googlemail.com>
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.
284 vec4 grey_xfer = is_hd
285 ? vec4(0.2126, 0.7152, 0.0722, 0)
286 : vec4(0.299, 0.587, 0.114, 0);
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)
292 return 1.0 - smoothstep(1.0, chroma_softness, d);
295 vec4 supress_spill(vec4 c, float d)
297 float ds = smoothstep(chroma_spill, clamp(chroma_spill + 0.2, 0, 1), d / chroma_softness);
298 float gl = dot(grey_xfer, c);
299 return mix(c, vec4(vec3(pow(gl, chroma_spill_darken)), gl), ds);
302 // http://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl
305 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
306 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
307 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
309 float d = q.x - min(q.w, q.y);
311 return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
314 float AngleDiff(float angle1, float angle2)
316 return 0.5 - abs(abs(angle1 - angle2) - 0.5);
319 float Distance(float actual, float target)
321 return min(0.0, target - actual);
324 float ColorDistance(vec3 hsv)
326 float hueDiff = AngleDiff(hsv.x, chroma_target_hue) * 2;
327 float saturationDiff = Distance(hsv.y, chroma_min_saturation);
328 float brightnessDiff = Distance(hsv.z, chroma_min_brightness);
330 float saturationBrightnessScore = max(brightnessDiff, saturationDiff);
331 float hueScore = hueDiff - chroma_hue_width;
333 return -hueScore * saturationBrightnessScore;
337 vec4 ChromaOnCustomColor(vec4 c)
339 vec3 hsv = rgb2hsv(c.rgb);
340 float distance = ColorDistance(hsv);
341 float d = distance * -2.0 + 1.0;
342 vec4 suppressed = supress_spill(c.rgba, d).rgba;
343 float alpha = alpha_map(d);
347 return chroma_show_mask ? vec4(suppressed.a, suppressed.a, suppressed.a, 1) : suppressed;