TA/Unity2012. 6. 8. 14:12

http://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/

 

 

PhotoshopMathFP.glsl

Photoshop math with GLSL shaders

January 5, 2009

I usualy play with Photoshop to try post-processing effects on photos or game screenshots, it’s a lot faster than coding directly anything in shaders, but at the end I wanted to see my effects running in real-time. So I adapted a big part of the C-like code from this famous Photoshop blending mode math page + missing blending modes to GLSL (and now HLSL!) code and I added a few other useful things from Photoshop, such as Hue/Saturation/Luminance conversion, desaturation, contrast.

For example, I tried combining a few things in my Editor:

photoshopmath_tn

photoshopmath_editor_tn

Translating Photoshop operations on layers gives this kind of code:

uniform sampler2D Tex;
uniform sampler1D GradientMap;
uniform sampler1D GradientGround;

varying vec2 uv;

void main()
{

vec3 color = texture2D(Tex, uv).xyz;

// Split-tone
vec4 colorDesat = Desaturate(color, 1.0);
vec3 splitColor = texture1D(GradientMap, colorDesat.r).rgb;
vec3 pass1 = BlendColor(color, splitColor);

// Vertical gradient
vec4 verticalGradientColor = texture1D(GradientGround, uv.y);
vec3 pass2 = mix(pass1, BlendColor(pass1, verticalGradientColor.rgb), verticalGradientColor.a);

// Luminosity
vec3 pass3 = mix(pass2, BlendLuminosity(pass2, color + vec3(0.08)), 0.5);

// Linear light at 40%
vec3 pass4 = mix(pass3, BlendLinearLight(pass3, color), 0.4);

// Final
gl_FragColor = vec4(pass4, 1.0);

}

Here is the list of blending modes and functions I got:

Blending modes:

  • Normal
  • Lighten
  • Darken
  • Multiply
  • Average
  • Add
  • Substract
  • Difference
  • Negation
  • Exclusion
  • Screen
  • Overlay
  • SoftLight
  • HardLight
  • ColorDodge
  • ColorBurn
  • LinearDodge
  • LinearBurn
  • LinearLight
  • VividLight
  • PinLight
  • HardMix
  • Reflect
  • Glow
  • Phoenix
  • Hue
  • Saturation
  • Color
  • Luminosity

Functions:

  • Desaturation
  • RGBToHSL (RGB to Hue/Saturation/Luminance)
  • HSLToRGB (Hue/Saturation/Luminance to RGB)
  • Contrast

 

 

 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

/*
** Photoshop & misc math
** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
**
** Romain Dura | Romz
** Blog: http://blog.mouaif.org
** Post: http://blog.mouaif.org/?p=94
*/


/*
** Desaturation
*/

vec4 Desaturate(vec3 color, float Desaturation)
{
 vec3 grayXfer = vec3(0.3, 0.59, 0.11);
 vec3 gray = vec3(dot(grayXfer, color));
 return vec4(mix(color, gray, Desaturation), 1.0);
}


/*
** Hue, saturation, luminance
*/

vec3 RGBToHSL(vec3 color)
{
 vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
 
 float fmin = min(min(color.r, color.g), color.b);    //Min. value of RGB
 float fmax = max(max(color.r, color.g), color.b);    //Max. value of RGB
 float delta = fmax - fmin;             //Delta RGB value

 hsl.z = (fmax + fmin) / 2.0; // Luminance

 if (delta == 0.0)  //This is a gray, no chroma...
 {
  hsl.x = 0.0; // Hue
  hsl.y = 0.0; // Saturation
 }
 else                                    //Chromatic data...
 {
  if (hsl.z < 0.5)
   hsl.y = delta / (fmax + fmin); // Saturation
  else
   hsl.y = delta / (2.0 - fmax - fmin); // Saturation
  
  float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
  float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
  float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;

  if (color.r == fmax )
   hsl.x = deltaB - deltaG; // Hue
  else if (color.g == fmax)
   hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
  else if (color.b == fmax)
   hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue

  if (hsl.x < 0.0)
   hsl.x += 1.0; // Hue
  else if (hsl.x > 1.0)
   hsl.x -= 1.0; // Hue
 }

 return hsl;
}

float HueToRGB(float f1, float f2, float hue)
{
 if (hue < 0.0)
  hue += 1.0;
 else if (hue > 1.0)
  hue -= 1.0;
 float res;
 if ((6.0 * hue) < 1.0)
  res = f1 + (f2 - f1) * 6.0 * hue;
 else if ((2.0 * hue) < 1.0)
  res = f2;
 else if ((3.0 * hue) < 2.0)
  res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
 else
  res = f1;
 return res;
}

vec3 HSLToRGB(vec3 hsl)
{
 vec3 rgb;
 
 if (hsl.y == 0.0)
  rgb = vec3(hsl.z); // Luminance
 else
 {
  float f2;
  
  if (hsl.z < 0.5)
   f2 = hsl.z * (1.0 + hsl.y);
  else
   f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
   
  float f1 = 2.0 * hsl.z - f2;
  
  rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
  rgb.g = HueToRGB(f1, f2, hsl.x);
  rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
 }
 
 return rgb;
}


/*
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
*/

// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
{
 // Increase or decrease theese values to adjust r, g and b color channels seperately
 const float AvgLumR = 0.5;
 const float AvgLumG = 0.5;
 const float AvgLumB = 0.5;
 
 const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
 
 vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
 vec3 brtColor = color * brt;
 vec3 intensity = vec3(dot(brtColor, LumCoeff));
 vec3 satColor = mix(intensity, brtColor, sat);
 vec3 conColor = mix(AvgLumin, satColor, con);
 return conColor;
}


/*
** Float blending modes
** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
*/

#define BlendLinearDodgef    BlendAddf
#define BlendLinearBurnf    BlendSubstractf
#define BlendAddf(base, blend)   min(base + blend, 1.0)
#define BlendSubstractf(base, blend)  max(base + blend - 1.0, 0.0)
#define BlendLightenf(base, blend)   max(blend, base)
#define BlendDarkenf(base, blend)   min(blend, base)
#define BlendLinearLightf(base, blend)  (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
#define BlendScreenf(base, blend)   (1.0 - ((1.0 - base) * (1.0 - blend)))
#define BlendOverlayf(base, blend)  (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
#define BlendSoftLightf(base, blend)  ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend)))
#define BlendColorDodgef(base, blend)  ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
#define BlendColorBurnf(base, blend)  ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
#define BlendVividLightf(base, blend)  ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
#define BlendPinLightf(base, blend)  ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
#define BlendHardMixf(base, blend)  ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
#define BlendReflectf(base, blend)   ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))


/*
** Vector3 blending modes
*/

// Component wise blending
#define Blend(base, blend, funcf)   vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))

#define BlendNormal(base, blend)   (blend)
#define BlendLighten    BlendLightenf
#define BlendDarken    BlendDarkenf
#define BlendMultiply(base, blend)   (base * blend)
#define BlendAverage(base, blend)   ((base + blend) / 2.0)
#define BlendAdd(base, blend)   min(base + blend, vec3(1.0))
#define BlendSubstract(base, blend)  max(base + blend - vec3(1.0), vec3(0.0))
#define BlendDifference(base, blend)  abs(base - blend)
#define BlendNegation(base, blend)  (vec3(1.0) - abs(vec3(1.0) - base - blend))
#define BlendExclusion(base, blend)  (base + blend - 2.0 * base * blend)
#define BlendScreen(base, blend)   Blend(base, blend, BlendScreenf)
#define BlendOverlay(base, blend)   Blend(base, blend, BlendOverlayf)
#define BlendSoftLight(base, blend)  Blend(base, blend, BlendSoftLightf)
#define BlendHardLight(base, blend)  BlendOverlay(blend, base)
#define BlendColorDodge(base, blend)  Blend(base, blend, BlendColorDodgef)
#define BlendColorBurn(base, blend)  Blend(base, blend, BlendColorBurnf)
#define BlendLinearDodge   BlendAdd
#define BlendLinearBurn   BlendSubstract
// Linear Light is another contrast-increasing mode
// If the blend color is darker than midgray, Linear Light darkens the image by decreasing the brightness. If the blend color is lighter than midgray, the result is a brighter image due to increased brightness.
#define BlendLinearLight(base, blend)  Blend(base, blend, BlendLinearLightf)
#define BlendVividLight(base, blend)  Blend(base, blend, BlendVividLightf)
#define BlendPinLight(base, blend)   Blend(base, blend, BlendPinLightf)
#define BlendHardMix(base, blend)   Blend(base, blend, BlendHardMixf)
#define BlendReflect(base, blend)   Blend(base, blend, BlendReflectf)
#define BlendGlow(base, blend)   BlendReflect(blend, base)
#define BlendPhoenix(base, blend)   (min(base, blend) - max(base, blend) + vec3(1.0))
#define BlendOpacity(base, blend, F, O)  (F(base, blend) * O + blend * (1.0 - O))


// Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color.
vec3 BlendHue(vec3 base, vec3 blend)
{
 vec3 baseHSL = RGBToHSL(base);
 return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
}

// Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color.
vec3 BlendSaturation(vec3 base, vec3 blend)
{
 vec3 baseHSL = RGBToHSL(base);
 return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
}

// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
vec3 BlendColor(vec3 base, vec3 blend)
{
 vec3 blendHSL = RGBToHSL(blend);
 return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
}

// Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color.
vec3 BlendLuminosity(vec3 base, vec3 blend)
{
 vec3 baseHSL = RGBToHSL(base);
 return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
}


/*
** Gamma correction
** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
*/

#define GammaCorrection(color, gamma)        pow(color, 1.0 / gamma)

/*
** Levels control (input (+gamma), output)
** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
*/

#define LevelsControlInputRange(color, minInput, maxInput)    min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
#define LevelsControlInput(color, minInput, gamma, maxInput)    GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
#define LevelsControlOutputRange(color, minOutput, maxOutput)    mix(vec3(minOutput), vec3(maxOutput), color)
#define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput)  LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)

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