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
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform float u_float0;
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uniform float u_float1;
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uniform float u_float2;
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uniform float u_float3;
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uniform float u_float4;
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uniform float u_float5;
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uniform float u_float6;
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uniform float u_float7;
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uniform float u_float8;
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uniform bool u_bool0;
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in vec2 v_texCoord;
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out vec4 fragColor;
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vec3 rgb2hsl(vec3 c) {
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float maxC = max(c.r, max(c.g, c.b));
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float minC = min(c.r, min(c.g, c.b));
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float l = (maxC + minC) * 0.5;
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if (maxC == minC) return vec3(0.0, 0.0, l);
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float d = maxC - minC;
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float s = l > 0.5 ? d / (2.0 - maxC - minC) : d / (maxC + minC);
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float h;
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if (maxC == c.r) {
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h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
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} else if (maxC == c.g) {
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h = (c.b - c.r) / d + 2.0;
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} else {
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h = (c.r - c.g) / d + 4.0;
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}
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h /= 6.0;
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return vec3(h, s, l);
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}
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float hue2rgb(float p, float q, float t) {
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if (t < 0.0) t += 1.0;
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if (t > 1.0) t -= 1.0;
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if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
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if (t < 1.0 / 2.0) return q;
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if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
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return p;
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}
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vec3 hsl2rgb(vec3 hsl) {
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float h = hsl.x, s = hsl.y, l = hsl.z;
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if (s == 0.0) return vec3(l);
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float q = l < 0.5 ? l * (1.0 + s) : l + s - l * s;
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float p = 2.0 * l - q;
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return vec3(
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hue2rgb(p, q, h + 1.0 / 3.0),
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hue2rgb(p, q, h),
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hue2rgb(p, q, h - 1.0 / 3.0)
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);
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}
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void main() {
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vec4 tex = texture(u_image0, v_texCoord);
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vec3 color = tex.rgb;
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vec3 shadows = vec3(u_float0, u_float1, u_float2) * 0.01;
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vec3 midtones = vec3(u_float3, u_float4, u_float5) * 0.01;
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vec3 highlights = vec3(u_float6, u_float7, u_float8) * 0.01;
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float maxC = max(color.r, max(color.g, color.b));
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float minC = min(color.r, min(color.g, color.b));
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float lightness = (maxC + minC) * 0.5;
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// GIMP weight curves: linear ramps with constants a=0.25, b=0.333, scale=0.7
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const float a = 0.25;
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const float b = 0.333;
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const float scale = 0.7;
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float sw = clamp((lightness - b) / -a + 0.5, 0.0, 1.0) * scale;
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float mw = clamp((lightness - b) / a + 0.5, 0.0, 1.0) *
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clamp((lightness + b - 1.0) / -a + 0.5, 0.0, 1.0) * scale;
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float hw = clamp((lightness + b - 1.0) / a + 0.5, 0.0, 1.0) * scale;
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color += sw * shadows + mw * midtones + hw * highlights;
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if (u_bool0) {
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vec3 hsl = rgb2hsl(clamp(color, 0.0, 1.0));
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hsl.z = lightness;
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color = hsl2rgb(hsl);
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}
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fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);
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}
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@@ -0,0 +1,46 @@
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform sampler2D u_curve0; // RGB master curve (256x1 LUT)
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uniform sampler2D u_curve1; // Red channel curve
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uniform sampler2D u_curve2; // Green channel curve
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uniform sampler2D u_curve3; // Blue channel curve
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in vec2 v_texCoord;
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layout(location = 0) out vec4 fragColor0;
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// GIMP-compatible curve lookup with manual linear interpolation.
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// Matches gimp_curve_map_value_inline() from gimpcurve-map.c:
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// index = value * (n_samples - 1)
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// f = fract(index)
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// result = (1-f) * samples[floor] + f * samples[ceil]
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//
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// Uses texelFetch (NEAREST) to avoid GPU half-texel offset issues
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// that occur with texture() + GL_LINEAR on small 256x1 LUTs.
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float applyCurve(sampler2D curve, float value) {
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value = clamp(value, 0.0, 1.0);
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float pos = value * 255.0;
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int lo = int(floor(pos));
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int hi = min(lo + 1, 255);
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float f = pos - float(lo);
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float a = texelFetch(curve, ivec2(lo, 0), 0).r;
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float b = texelFetch(curve, ivec2(hi, 0), 0).r;
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return a + f * (b - a);
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}
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void main() {
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vec4 color = texture(u_image0, v_texCoord);
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// GIMP order: per-channel curves first, then RGB master curve.
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// See gimp_curve_map_pixels() default case in gimpcurve-map.c:
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// dest = colors_curve( channel_curve( src ) )
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color.r = applyCurve(u_curve0, applyCurve(u_curve1, color.r));
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color.g = applyCurve(u_curve0, applyCurve(u_curve2, color.g));
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color.b = applyCurve(u_curve0, applyCurve(u_curve3, color.b));
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fragColor0 = vec4(color.rgb, color.a);
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}
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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