I changed these which made them worse, using the original values with a custom "base" is a much better approach
69 lines
1.7 KiB
GLSL
69 lines
1.7 KiB
GLSL
uniform sampler2D tex_in;
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uniform sampler2D garbage_in;
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uniform sampler2D core_in;
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uniform int color_in;
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uniform bool garbage_in_enabled;
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uniform bool core_in_enabled;
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uniform float highlights_in;
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uniform float shadows_in;
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uniform bool mask_only_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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#define SCREEN_COLOR_GREEN 0
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#define SCREEN_COLOR_BLUE 1
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void main(void) {
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vec4 tex_col = texture(tex_in, ove_texcoord);
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// Unassociate RGB before calculating values
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vec4 unassoc = tex_col;
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if (unassoc.a > 0) {
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unassoc.rgb /= unassoc.a;
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}
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// Simple keyer, generates a inverted mask (background is white, foreground black)
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float mask;
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if (color_in == SCREEN_COLOR_GREEN) {
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mask = (unassoc.g - max(unassoc.r, unassoc.b));
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} else{ // Assume SCREEN_COLOR_BLUE
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mask = (unassoc.b - max(unassoc.r, unassoc.g));
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}
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mask = clamp(mask, 0.0, 1.0);
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if (garbage_in_enabled) {
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// Force anything we want to remove to be 1.0
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vec4 garbage = texture(garbage_in, ove_texcoord);
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// Assumes garbage is achromatic
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mask += garbage.r;
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mask = clamp(mask, 0.0, 1.0);
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}
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if (core_in_enabled) {
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// Force anything we want to keep to be 0.1
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vec3 core = texture(core_in, ove_texcoord).rgb;
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vec3 core_invert = 1.0 - core.rgb;
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// Assumes core is achromatic
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mask *= core_invert.r;
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mask = clamp(mask, 0.0, 1.0);
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}
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// Crush blacks and push whites
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mask = highlights_in * (shadows_in * mask - 1.0) + 1.0;
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mask = clamp(mask, 0.0, 1.0);
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// Invert mask
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mask = 1.0 - mask;
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// Multiply color by mask
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tex_col *= mask;
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if (!mask_only_in) {
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frag_color = tex_col;
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} else {
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frag_color = vec4(vec3(mask), 1.0);
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}
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}
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