Files
oak-editor/effects/shaders/despill.frag
T
2019-05-02 21:32:16 +10:00

70 lines
1.6 KiB
GLSL

/***
Despill - for cleaning up keying residue.
Written by unfa for Olive Video Editor.
***/
uniform sampler2D tex;
varying vec2 uTexCoord;
uniform vec2 resolution;
uniform int channel;
uniform float factorIn;
uniform float balanceIn;
const vec2 renderScale = vec2(1,1);
float average(float a, float b, float balance)
{
return ( ( (a * ( 1 + balance)) + (b * (1 - balance)) ) * 0.5 );
}
float composite(float a, float b, float factor)
{
return (( min(a, b) * factor ) + (a * ( 1.0 - factor)));
}
void main(void)
{
float factor = factorIn * 0.01; // convert factor from 0..100 scale to 0..1 scale
float balance = balanceIn * 0.01; // convert balance from -100..100 scale to -1..1 scale
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 channel by avaraging between existing channels
float r2 = average(g, b, balance);
// now composite the original and new channel using the "darken" mode
r = composite(r, r2, factor);
}
if (channel == 1) // GREEN
{
float g2 = average(r, b, balance);
g = composite(g, g2, factor);
}
if (channel == 2) // BLUE
{
float b2 = average(r, g, balance);
b = composite(b, b2, factor);
}
// return the result
gl_FragColor = vec4(r, g, b, a);
}