feat: add curve inputs and raise uniform limit for GLSL shader node (#13158)

* feat: add curve inputs and raise uniform limit for GLSL shader node

* allow arbitrary size for curve
This commit is contained in:
Terry Jia
2026-03-26 21:45:05 -04:00
committed by GitHub
parent 359559c913
commit 1dc64f3526
5 changed files with 200 additions and 1 deletions
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#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform float u_float0;
uniform float u_float1;
uniform float u_float2;
uniform float u_float3;
uniform float u_float4;
uniform float u_float5;
uniform float u_float6;
uniform float u_float7;
uniform float u_float8;
uniform bool u_bool0;
in vec2 v_texCoord;
out vec4 fragColor;
vec3 rgb2hsl(vec3 c) {
float maxC = max(c.r, max(c.g, c.b));
float minC = min(c.r, min(c.g, c.b));
float l = (maxC + minC) * 0.5;
if (maxC == minC) return vec3(0.0, 0.0, l);
float d = maxC - minC;
float s = l > 0.5 ? d / (2.0 - maxC - minC) : d / (maxC + minC);
float h;
if (maxC == c.r) {
h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
} else if (maxC == c.g) {
h = (c.b - c.r) / d + 2.0;
} else {
h = (c.r - c.g) / d + 4.0;
}
h /= 6.0;
return vec3(h, s, l);
}
float hue2rgb(float p, float q, float t) {
if (t < 0.0) t += 1.0;
if (t > 1.0) t -= 1.0;
if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
if (t < 1.0 / 2.0) return q;
if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
return p;
}
vec3 hsl2rgb(vec3 hsl) {
float h = hsl.x, s = hsl.y, l = hsl.z;
if (s == 0.0) return vec3(l);
float q = l < 0.5 ? l * (1.0 + s) : l + s - l * s;
float p = 2.0 * l - q;
return vec3(
hue2rgb(p, q, h + 1.0 / 3.0),
hue2rgb(p, q, h),
hue2rgb(p, q, h - 1.0 / 3.0)
);
}
void main() {
vec4 tex = texture(u_image0, v_texCoord);
vec3 color = tex.rgb;
vec3 shadows = vec3(u_float0, u_float1, u_float2) * 0.01;
vec3 midtones = vec3(u_float3, u_float4, u_float5) * 0.01;
vec3 highlights = vec3(u_float6, u_float7, u_float8) * 0.01;
float maxC = max(color.r, max(color.g, color.b));
float minC = min(color.r, min(color.g, color.b));
float lightness = (maxC + minC) * 0.5;
// GIMP weight curves: linear ramps with constants a=0.25, b=0.333, scale=0.7
const float a = 0.25;
const float b = 0.333;
const float scale = 0.7;
float sw = clamp((lightness - b) / -a + 0.5, 0.0, 1.0) * scale;
float mw = clamp((lightness - b) / a + 0.5, 0.0, 1.0) *
clamp((lightness + b - 1.0) / -a + 0.5, 0.0, 1.0) * scale;
float hw = clamp((lightness + b - 1.0) / a + 0.5, 0.0, 1.0) * scale;
color += sw * shadows + mw * midtones + hw * highlights;
if (u_bool0) {
vec3 hsl = rgb2hsl(clamp(color, 0.0, 1.0));
hsl.z = lightness;
color = hsl2rgb(hsl);
}
fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);
}
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#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform sampler2D u_curve0; // RGB master curve (256x1 LUT)
uniform sampler2D u_curve1; // Red channel curve
uniform sampler2D u_curve2; // Green channel curve
uniform sampler2D u_curve3; // Blue channel curve
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
// GIMP-compatible curve lookup with manual linear interpolation.
// Matches gimp_curve_map_value_inline() from gimpcurve-map.c:
// index = value * (n_samples - 1)
// f = fract(index)
// result = (1-f) * samples[floor] + f * samples[ceil]
//
// Uses texelFetch (NEAREST) to avoid GPU half-texel offset issues
// that occur with texture() + GL_LINEAR on small 256x1 LUTs.
float applyCurve(sampler2D curve, float value) {
value = clamp(value, 0.0, 1.0);
float pos = value * 255.0;
int lo = int(floor(pos));
int hi = min(lo + 1, 255);
float f = pos - float(lo);
float a = texelFetch(curve, ivec2(lo, 0), 0).r;
float b = texelFetch(curve, ivec2(hi, 0), 0).r;
return a + f * (b - a);
}
void main() {
vec4 color = texture(u_image0, v_texCoord);
// GIMP order: per-channel curves first, then RGB master curve.
// See gimp_curve_map_pixels() default case in gimpcurve-map.c:
// dest = colors_curve( channel_curve( src ) )
color.r = applyCurve(u_curve0, applyCurve(u_curve1, color.r));
color.g = applyCurve(u_curve0, applyCurve(u_curve2, color.g));
color.b = applyCurve(u_curve0, applyCurve(u_curve3, color.b));
fragColor0 = vec4(color.rgb, color.a);
}
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