144 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			144 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // Colorgrading library functions - Inspired by UE4 | ||
|  | //No specific license (maybe zlib), but just do whatever | ||
|  | 
 | ||
|  | #define LUMINANCE_PRESERVATION 0.75 | ||
|  | #define EPSILON 1e-10 | ||
|  | #define LUMA1 0.2722287168 | ||
|  | #define LUMA2 0.6740817658 | ||
|  | #define LUMA3 0.0536895174 | ||
|  | 
 | ||
|  | float saturate(float v) { return clamp(v, 0.0,       1.0);       } | ||
|  | vec2  saturate(vec2  v) { return clamp(v, vec2(0.0), vec2(1.0)); } | ||
|  | vec3  saturate(vec3  v) { return clamp(v, vec3(0.0), vec3(1.0)); } | ||
|  | vec4  saturate(vec4  v) { return clamp(v, vec4(0.0), vec4(1.0)); } | ||
|  | 
 | ||
|  | float LumaKey (vec3 color) { | ||
|  |     return dot(color, vec3(LUMA1, LUMA2, LUMA3));  | ||
|  | } | ||
|  | 
 | ||
|  | vec3 ColorTemperatureToRGB(float temperatureInKelvins) | ||
|  | { | ||
|  |     vec3 retColor; | ||
|  |      | ||
|  |     temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0; | ||
|  |      | ||
|  |     if (temperatureInKelvins <= 66.0) | ||
|  |     { | ||
|  |         retColor.r = 1.0; | ||
|  |         retColor.g = saturate(0.39008157876901960784 * log(temperatureInKelvins) - 0.63184144378862745098); | ||
|  |     } | ||
|  |     else | ||
|  |     { | ||
|  |         float t = temperatureInKelvins - 60.0; | ||
|  |         retColor.r = saturate(1.29293618606274509804 * pow(t, -0.1332047592)); | ||
|  |         retColor.g = saturate(1.12989086089529411765 * pow(t, -0.0755148492)); | ||
|  |     } | ||
|  |      | ||
|  |     if (temperatureInKelvins >= 66.0) | ||
|  |         retColor.b = 1.0; | ||
|  |     else if(temperatureInKelvins <= 19.0) | ||
|  |         retColor.b = 0.0; | ||
|  |     else | ||
|  |         retColor.b = saturate(0.54320678911019607843 * log(temperatureInKelvins - 10.0) - 1.19625408914); | ||
|  | 
 | ||
|  |     return retColor; | ||
|  | } | ||
|  | 
 | ||
|  | float Luminance(vec3 color) | ||
|  | { | ||
|  |     float fmin = min(min(color.r, color.g), color.b); | ||
|  |     float fmax = max(max(color.r, color.g), color.b); | ||
|  |     return (fmax + fmin) / 2.0; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 HUEtoRGB(float H) | ||
|  | { | ||
|  |     float R = abs(H * 6.0 - 3.0) - 1.0; | ||
|  |     float G = 2.0 - abs(H * 6.0 - 2.0); | ||
|  |     float B = 2.0 - abs(H * 6.0 - 4.0); | ||
|  |     return saturate(vec3(R,G,B)); | ||
|  | } | ||
|  | 
 | ||
|  | vec3 HSLtoRGB(in vec3 HSL) | ||
|  | { | ||
|  |     vec3 RGB = HUEtoRGB(HSL.x); | ||
|  |     float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y; | ||
|  |     return (RGB - 0.5) * C + vec3(HSL.z); | ||
|  | } | ||
|  |   | ||
|  | vec3 RGBtoHCV(vec3 RGB) | ||
|  | { | ||
|  |     vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0); | ||
|  |     vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx); | ||
|  |     float C = Q.x - min(Q.w, Q.y); | ||
|  |     float H = abs((Q.w - Q.y) / (6.0 * C + EPSILON) + Q.z); | ||
|  |     return vec3(H, C, Q.x); | ||
|  | } | ||
|  | 
 | ||
|  | vec3 RGBtoHSL(vec3 RGB) | ||
|  | { | ||
|  |     vec3 HCV = RGBtoHCV(RGB); | ||
|  |     float L = HCV.z - HCV.y * 0.5; | ||
|  |     float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + EPSILON); | ||
|  |     return vec3(HCV.x, S, L); | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | vec3 ToneColorCorrection(vec3 Color, vec3 ColorSaturation, vec3 ColorContrast, vec3 ColorGamma, vec3 ColorGain, vec3 ColorOffset) { | ||
|  |     //First initialize the colorluma key | ||
|  |     float ColorLuma = LumaKey(Color); | ||
|  |     //Add the saturation with the above key | ||
|  |     Color = max(vec3(0,0,0), mix(ColorLuma.xxx, Color, ColorSaturation)); | ||
|  |     //Contrast with slight color correction (0.18 coefficient) | ||
|  |     float ContrastCorrectionCoefficient = 0.18; | ||
|  |     Color = pow(Color * (1.0 / ContrastCorrectionCoefficient), ColorContrast) * ContrastCorrectionCoefficient; | ||
|  |     //Gamma | ||
|  |     Color = pow(Color, 1.0 / ColorGamma); | ||
|  |     //Gain and Offset | ||
|  |     Color = Color.rgb * ColorGain + (ColorOffset - 1); | ||
|  |     //Return the color corrected profile | ||
|  |     return Color; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 FinalizeColorCorrection(vec3 Color, mat3 ColorSaturation, mat3 ColorContrast, mat3 ColorGamma, mat3 ColorGain, mat3 ColorOffset, vec2 Toneweights) { | ||
|  |      | ||
|  |     float CCShadowsMax = Toneweights.x; | ||
|  |     float CCHighlightsMin = Toneweights.y; | ||
|  | 
 | ||
|  |     //First initialize the colorluma key and set color correction weights | ||
|  |     float ColorLuma = LumaKey(Color); | ||
|  |     float CCWeightShadows = 1 - smoothstep(0, CCShadowsMax, ColorLuma); | ||
|  |     float CCWeightHighlights = smoothstep(CCHighlightsMin, 1, ColorLuma); | ||
|  |     float CCWeightMidtones = 1 - CCWeightShadows - CCWeightHighlights; | ||
|  | 
 | ||
|  |     vec3 CCColorShadows = ToneColorCorrection ( | ||
|  |         Color, | ||
|  |         ColorSaturation[0], | ||
|  |         ColorContrast[0], | ||
|  |         ColorGamma[0], | ||
|  |         ColorGain[0], | ||
|  |         ColorOffset[0] | ||
|  |     ); | ||
|  | 
 | ||
|  |     vec3 CCColorMidtones = ToneColorCorrection ( | ||
|  |         Color, | ||
|  |         ColorSaturation[1], | ||
|  |         ColorContrast[1], | ||
|  |         ColorGamma[1], | ||
|  |         ColorGain[1], | ||
|  |         ColorOffset[1] | ||
|  |     ); | ||
|  |      | ||
|  |     vec3 CCColorHighlights = ToneColorCorrection ( | ||
|  |         Color, | ||
|  |         ColorSaturation[2], | ||
|  |         ColorContrast[2], | ||
|  |         ColorGamma[2], | ||
|  |         ColorGain[2], | ||
|  |         ColorOffset[2] | ||
|  |     ); | ||
|  | 
 | ||
|  |     vec3 CombinedCCProfile = CCColorShadows * CCWeightShadows + CCColorMidtones * CCWeightMidtones + CCColorHighlights * CCWeightHighlights; | ||
|  | 
 | ||
|  |     return vec3(CombinedCCProfile); | ||
|  | } |