/*a fast implementation of the chromakey program (c) 2008 Edward Cannon (adapted to GLSL by Olive Team) feel free to use or modify at will*/ /*the following three functions convert RGB into YCbCr in the same manner as in JPEG images*/ uniform vec3 key_color; uniform float tola; uniform float tolb; uniform bool opt; uniform int mode; float rgb2y (vec3 c) { /*a utility function to convert colors from REC.709 RGB into YCbCr*/ // This isn’t colour managed and is a huge mess, but in the // short term, using correct weights will give significantly // more ideal results. The correct weights for REC.709 are // 0.2126 R, 0.7152 G, and 0.0722 B. Easy change. // The coefficients for YCbCr are calculated off of the // REC.709 values. return (0.2126*c.r + 0.7152*c.g + 0.0722*c.b); } float rgb2cb (vec3 c) { /*a utility function to convert colors from REC.709 RGB into YCbCr*/ return (0.5 + -0.1145721061*c.r - 0.3854278939*c.g + 0.5*c.b); } float rgb2cr (vec3 c) { /*a utility function to convert colors from REC.709 RGB into YCbCr*/ return (0.5 + 0.5*c.r - 0.4541529083*c.g - 0.0458470917*c.b); } float colorclose(float Cb_p,float Cr_p,float Cb_key,float Cr_key,float tola,float tolb) { /*decides if a color is close to the specified hue*/ float temp = sqrt(((Cb_key-Cb_p)*(Cb_key-Cb_p))+((Cr_key-Cr_p)*(Cr_key-Cr_p))); if (temp < tola) {return (0.0);} if (temp < tolb) {return ((temp-tola)/(tolb-tola));} return (1.0); } vec4 process(vec4 texture_color) { float cb_key = rgb2cb(key_color); float cr_key = rgb2cr(key_color); float cb = rgb2cb(texture_color.rgb); float cr = rgb2cr(texture_color.rgb); float mask = colorclose(cb, cr, cb_key, cr_key, (tola/100.0), (tolb/100.0)); if (mode == 0) { // composite //float submask = 1.0-mask; float submask = 0.0; texture_color.r = max(texture_color.r - submask*key_color.r, 0.0) + submask; texture_color.g = max(texture_color.g - submask*key_color.g, 0.0) + submask; texture_color.b = max(texture_color.b - submask*key_color.b, 0.0) + submask; texture_color.a *= mask; // premultiply texture_color.rgb *= texture_color.a; } else if (mode == 1) { // alpha texture_color.rgb = vec3(mask); } else if (mode == 2) { // original } return texture_color; }