Files
oak-editor/effects/chromakey.frag
T

65 lines
2.0 KiB
GLSL

/*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 follwing three functions convert RGB into YCbCr in the same manner as in JPEG images*/
uniform sampler2D tex;
varying vec2 vTexCoord;
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 in RGB into YCbCr*/
return (0.299*c.r + 0.587*c.g + 0.114*c.b);
}
float rgb2cb (vec3 c) {
/*a utility function to convert colors in RGB into YCbCr*/
return (0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b);
}
float rgb2cr (vec3 c) {
/*a utility function to convert colors in RGB into YCbCr*/
return (0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*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);
}
void main(void) {
float cb_key = rgb2cb(key_color);
float cr_key = rgb2cr(key_color);
vec4 texture_color = texture2D(tex, vTexCoord);
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
}
gl_FragColor = texture_color;
}