Files
oak-editor/app/shaders/chromakey.frag
T

112 lines
2.5 KiB
GLSL

// Main texture input
uniform sampler2D tex_in;
uniform vec4 color_key;
uniform bool mask_only_in;
uniform float upper_tolerence_in;
uniform float lower_tolerence_in;
uniform sampler2D garbage_in;
uniform sampler2D core_in;
uniform bool garbage_in_enabled;
uniform bool core_in_enabled;
uniform bool invert_in;
uniform float highlights_in;
uniform float shadows_in;
// Main texture coordinate
in vec2 ove_texcoord;
out vec4 frag_color;
// Program will replace this with OCIO's auto-generated shader code
%1
// Assume D65 white point
float Xn = 95.0489;
float Yn = 100.0;
float Zn = 108.8840;
float delta = 0.20689655172; // 6/29
float func(float t) {
if (t > pow(delta, 3.0)){
return pow(t, 1.0/3.0);
} else{
return (t / (3.0 * pow(delta, 2))) + 4.0/29.0;
}
}
vec4 CIExyz_to_Lab(vec4 CIE) {
vec4 lab;
lab.r = 116.0 * func(CIE.g / Yn) - 16.0;
lab.g = 500.0 * (func(CIE.r / Xn) - func(CIE.g / Yn));
lab.b = 200.0 * (func(CIE.g / Yn) - func(CIE.b / Zn));
lab.w = CIE.w;
return lab;
}
float colorclose(vec4 col, vec4 key, float tola,float tolb) {
// Decides if a color is close to the specified hue
float temp = sqrt(((key.g-col.g)*(key.g-col.g))+((key.b-col.b)*(key.b-col.b)));
if (temp < tola) {return (0.0);}
if (temp < tolb) {return ((temp-tola)/(tolb-tola));}
return (1.0);
}
void main() {
vec4 col = texture(tex_in, ove_texcoord);
vec4 unassoc = col;
if (unassoc.a > 0) {
unassoc.rgb /= unassoc.a;
}
// Perform color conversion
vec4 cie_xyz = SceneLinearToCIEXYZ_d65(unassoc);
vec4 lab = CIExyz_to_Lab(cie_xyz);
vec4 cie_xyz_key = SceneLinearToCIEXYZ_d65(color_key);
vec4 lab_key = CIExyz_to_Lab(cie_xyz_key);
float mask = colorclose(lab, lab_key, lower_tolerence_in, upper_tolerence_in);
mask = clamp(mask, 0.0, 1.0);
if (garbage_in_enabled) {
// Force anything we want to remove to be 0.0
vec4 garbage = texture(garbage_in, ove_texcoord);
// Assumes garbage is achromatic
mask -= garbage.r;
mask = clamp(mask, 0.0, 1.0);
}
if (core_in_enabled) {
// Force anything we want to keep to be 1.0
vec3 core = texture(core_in, ove_texcoord).rgb;
// Assumes core is achromatic
mask += core.r;
mask = clamp(mask, 0.0, 1.0);
}
// Crush blacks and push whites
mask = shadows_in * 0.01 * (highlights_in * 0.01 * mask - 1.0) + 1.0;
mask = clamp(mask, 0.0, 1.0);
// Invert
if (invert_in) {
mask = 1.0 - mask;
}
col.rgb *= mask;
col.w = mask;
if (!mask_only_in) {
frag_color = col;
} else {
frag_color = vec4(vec3(mask), 1.0);
}
}