Files
oak-editor/effects/internal/despill.frag
T

60 lines
1.4 KiB
GLSL

/***
Despill - for cleaning up keying residue.
Implementation by unfa for Olive-Editor Community
***/
uniform sampler2D tex;
varying vec2 uTexCoord;
uniform vec2 resolution;
uniform int channel;
const vec2 renderScale = vec2(1,1);
void main(void)
{
vec2 uv = gl_FragCoord.xy/resolution.xy;
vec4 col = texture2D(tex, uv);
// separate channels
float r = col.r;
float g = col.g;
float b = col.b;
float a = col.a;
// Select despilled channel: 0 = RED; 1 = GREEN; 2 = BLUE;
if (channel == 0) // RED
{
// replace new green channel by avaraging between existing red and blue channels
float r2 = (g + b) * 0.5;
// now composite the original and new gree channel using the "darken" mode
r = min(r, r2);
}
if (channel == 1) // GREEN
{
// replace new green channel by avaraging between existing red and blue channels
float g2 = (r + b) * 0.5;
// now composite the original and new gree channel using the "darken" mode
g = min(g, g2);
}
if (channel == 2) // BLUE
{
// replace new green channel by avaraging between existing red and blue channels
float b2 = (r + g) * 0.5;
// now composite the original and new gree channel using the "darken" mode
b = min(b, b2);
}
// and return the result
gl_FragColor = vec4(r, g, b, a);
}