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1 line
10 KiB
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1 line
10 KiB
JSON
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[255, 255, 255]}]}, "widgets_values": [255]}, {"id": 1, "type": "GLSLShader", "pos": [4310, -3850], "size": [580, 272], "flags": {}, "order": 6, "mode": 0, "inputs": [{"label": "image0", "localized_name": "images.image0", "name": "images.image0", "type": "IMAGE", "link": 1}, {"label": "image1", "localized_name": "images.image1", "name": "images.image1", "shape": 7, "type": "IMAGE", "link": null}, {"label": "u_float0", "localized_name": "floats.u_float0", "name": "floats.u_float0", "shape": 7, "type": "FLOAT", "link": 2}, {"label": "u_float1", "localized_name": "floats.u_float1", "name": "floats.u_float1", "shape": 7, "type": "FLOAT", "link": 4}, {"label": "u_float2", "localized_name": "floats.u_float2", "name": "floats.u_float2", "shape": 7, "type": "FLOAT", "link": 5}, {"label": "u_float3", "localized_name": "floats.u_float3", "name": "floats.u_float3", "shape": 7, "type": "FLOAT", "link": 6}, {"label": "u_float4", "localized_name": "floats.u_float4", "name": "floats.u_float4", 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Levels Adjustment\n// u_int0: channel (0=RGB, 1=R, 2=G, 3=B) default: 0\n// u_float0: input black (0-255) default: 0\n// u_float1: input white (0-255) default: 255\n// u_float2: gamma (0.01-9.99) default: 1.0\n// u_float3: output black (0-255) default: 0\n// u_float4: output white (0-255) default: 255\n\nuniform sampler2D u_image0;\nuniform int u_int0;\nuniform float u_float0;\nuniform float u_float1;\nuniform float u_float2;\nuniform float u_float3;\nuniform float u_float4;\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nvec3 applyLevels(vec3 color, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {\n float inRange = max(inWhite - inBlack, 0.0001);\n vec3 result = clamp((color - inBlack) / inRange, 0.0, 1.0);\n result = pow(result, vec3(1.0 / gamma));\n result = mix(vec3(outBlack), vec3(outWhite), result);\n return result;\n}\n\nfloat applySingleChannel(float value, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {\n float inRange = max(inWhite - inBlack, 0.0001);\n float result = clamp((value - inBlack) / inRange, 0.0, 1.0);\n result = pow(result, 1.0 / gamma);\n result = mix(outBlack, outWhite, result);\n return result;\n}\n\nvoid main() {\n vec4 texColor = texture(u_image0, v_texCoord);\n vec3 color = texColor.rgb;\n \n float inBlack = u_float0 / 255.0;\n float inWhite = u_float1 / 255.0;\n float gamma = u_float2;\n float outBlack = u_float3 / 255.0;\n float outWhite = u_float4 / 255.0;\n \n vec3 result;\n \n if (u_int0 == 0) {\n result = applyLevels(color, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else if (u_int0 == 1) {\n result = color;\n result.r = applySingleChannel(color.r, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else if (u_int0 == 2) {\n result = color;\n result.g = applySingleChannel(color.g, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else if (u_int0 == 3) {\n result = color;\n result.b = applySingleChannel(color.b, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else {\n result = color;\n }\n \n fragColor = vec4(result, texColor.a);\n}", "from_input"]}], "groups": [], "links": [{"id": 2, "origin_id": 3, "origin_slot": 0, "target_id": 1, "target_slot": 2, "type": "FLOAT"}, {"id": 4, "origin_id": 6, "origin_slot": 0, "target_id": 1, "target_slot": 3, "type": "FLOAT"}, {"id": 5, "origin_id": 7, "origin_slot": 0, "target_id": 1, "target_slot": 4, "type": "FLOAT"}, {"id": 6, "origin_id": 8, "origin_slot": 0, "target_id": 1, "target_slot": 5, "type": "FLOAT"}, {"id": 7, "origin_id": 9, "origin_slot": 0, "target_id": 1, "target_slot": 6, "type": "FLOAT"}, {"id": 3, "origin_id": 5, "origin_slot": 1, "target_id": 1, "target_slot": 7, "type": "INT"}, {"id": 1, "origin_id": -10, "origin_slot": 0, "target_id": 1, "target_slot": 0, "type": "IMAGE"}, {"id": 8, "origin_id": 1, "origin_slot": 0, "target_id": -20, "target_slot": 0, "type": "IMAGE"}], "extra": {"workflowRendererVersion": "LG"}}]}, "extra": {}} |