This patch adds two new inputs to the Glare node, Saturation and Tint. Their function is to tint the color of Glare to any color the user wants. This is a partial implementation of #124176 to address #131325. Pull Request: https://projects.blender.org/blender/blender/pulls/132744
29 lines
944 B
GLSL
29 lines
944 B
GLSL
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_common_color_utils.glsl"
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#include "gpu_shader_compositor_texture_utilities.glsl"
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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/* Make sure the input is not negative to avoid a subtractive effect when mixing the glare. */
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vec4 input_color = max(vec4(0.0), texture_load(input_tx, texel));
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vec2 normalized_coordinates = (vec2(texel) + vec2(0.5)) / vec2(texture_size(input_tx));
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vec4 glare_color = texture(glare_tx, normalized_coordinates);
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/* Adjust saturation of glare. */
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vec4 glare_hsva;
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rgb_to_hsv(glare_color, glare_hsva);
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glare_hsva.y = clamp(glare_hsva.y * saturation, 0.0, 1.0);
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vec4 glare_rgba;
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hsv_to_rgb(glare_hsva, glare_rgba);
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vec3 combined_color = input_color.rgb + glare_rgba.rgb * tint;
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imageStore(output_img, texel, vec4(combined_color, input_color.a));
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}
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