diff --git a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_balance.glsl b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_balance.glsl index 1031f6ccfd7..601568cbf68 100644 --- a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_balance.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_balance.glsl @@ -7,19 +7,18 @@ void node_composite_color_balance_lgg( float factor, vec4 color, vec3 lift, vec3 gamma, vec3 gain, out vec4 result) { - lift = 2.0 - lift; + vec3 inverse_lift = 2.0 - lift; vec3 srgb_color = linear_rgb_to_srgb(color.rgb); - vec3 lift_balanced = ((srgb_color - 1.0) * lift) + 1.0; + vec3 lift_balanced = ((srgb_color - 1.0) * inverse_lift) + 1.0; vec3 gain_balanced = lift_balanced * gain; gain_balanced = max(gain_balanced, vec3(0.0)); vec3 linear_color = srgb_to_linear_rgb(gain_balanced); - gamma = mix(gamma, vec3(1e-6), equal(gamma, vec3(0.0))); - vec3 gamma_balanced = pow(linear_color, 1.0 / gamma); + vec3 sanitized_gamma = mix(gamma, vec3(1e-6), equal(gamma, vec3(0.0))); + vec3 gamma_balanced = pow(linear_color, 1.0 / sanitized_gamma); - result.rgb = mix(color.rgb, gamma_balanced, min(factor, 1.0)); - result.a = color.a; + result = vec4(mix(color.rgb, gamma_balanced, min(factor, 1.0)), color.a); } void node_composite_color_balance_asc_cdl(float factor, @@ -30,11 +29,10 @@ void node_composite_color_balance_asc_cdl(float factor, float offset_basis, out vec4 result) { - offset += offset_basis; - vec3 balanced = color.rgb * slope + offset; + vec3 full_offset = offset + offset_basis; + vec3 balanced = color.rgb * slope + full_offset; balanced = pow(max(balanced, vec3(0.0)), power); - result.rgb = mix(color.rgb, balanced, min(factor, 1.0)); - result.a = color.a; + result = vec4(mix(color.rgb, balanced, min(factor, 1.0)), color.a); } void node_composite_color_balance_whitepoint(float factor, diff --git a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_spill.glsl b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_spill.glsl index 54476675a6a..2f488678419 100644 --- a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_spill.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_color_spill.glsl @@ -12,6 +12,5 @@ void node_composite_color_spill(vec4 color, { float average_limit = (color[int(limit_channels.x)] + color[int(limit_channels.y)]) / 2.0; float map = factor * color[int(spill_channel)] - limit_scale * average_limit; - result.rgb = map > 0.0 ? color.rgb + spill_scale * map : color.rgb; - result.a = color.a; + result = vec4(map > 0.0 ? color.rgb + spill_scale * map : color.rgb, color.a); } diff --git a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_exposure.glsl b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_exposure.glsl index 6c47bd182d7..39129295589 100644 --- a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_exposure.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_exposure.glsl @@ -5,6 +5,5 @@ void node_composite_exposure(vec4 color, float exposure, out vec4 result) { float multiplier = exp2(exposure); - result.rgb = color.rgb * multiplier; - result.a = color.a; + result = vec4(color.rgb * multiplier, color.a); } diff --git a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_gamma.glsl b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_gamma.glsl index da65e637e88..8723150c71b 100644 --- a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_gamma.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_gamma.glsl @@ -6,6 +6,5 @@ void node_composite_gamma(vec4 color, float gamma, out vec4 result) { - result.rgb = fallback_pow(color.rgb, gamma, color.rgb); - result.a = color.a; + result = vec4(fallback_pow(color.rgb, gamma, color.rgb), color.a); } diff --git a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_posterize.glsl b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_posterize.glsl index ed05d72c8d8..ca776193f56 100644 --- a/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_posterize.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/library/gpu_shader_compositor_posterize.glsl @@ -5,6 +5,5 @@ void node_composite_posterize(vec4 color, float steps, out vec4 result) { steps = clamp(steps, 2.0, 1024.0); - result = floor(color * steps) / steps; - result.a = color.a; + result = vec4(floor(color.rgb * steps) / steps, color.a); }