diff --git a/blueprints/Color Adjustment.json b/blueprints/Color Adjustment.json index f17fd8741..b4fcbb115 100644 --- a/blueprints/Color Adjustment.json +++ b/blueprints/Color Adjustment.json @@ -256,7 +256,7 @@ "Node name for S&R": "GLSLShader" }, "widgets_values": [ - "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // temperature (-100 to 100)\nuniform float u_float1; // tint (-100 to 100)\nuniform float u_float2; // vibrance (-100 to 100)\nuniform float u_float3; // saturation (-100 to 100)\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst float INPUT_SCALE = 0.01;\nconst float TEMP_TINT_PRIMARY = 0.3;\nconst float TEMP_TINT_SECONDARY = 0.15;\nconst float VIBRANCE_BOOST = 2.0;\nconst float SATURATION_BOOST = 2.0;\nconst float SKIN_PROTECTION = 0.5;\nconst float EPSILON = 0.001;\nconst vec3 LUMA_WEIGHTS = vec3(0.299, 0.587, 0.114);\n\nvoid main() {\n vec4 tex = texture(u_image0, v_texCoord);\n vec3 color = tex.rgb;\n \n // Scale inputs: -100/100 → -1/1\n float temperature = u_float0 * INPUT_SCALE;\n float tint = u_float1 * INPUT_SCALE;\n float vibrance = u_float2 * INPUT_SCALE;\n float saturation = u_float3 * INPUT_SCALE;\n \n // Temperature (warm/cool): positive = warm, negative = cool\n color.r += temperature * TEMP_TINT_PRIMARY;\n color.b -= temperature * TEMP_TINT_PRIMARY;\n \n // Tint (green/magenta): positive = green, negative = magenta\n color.g += tint * TEMP_TINT_PRIMARY;\n color.r -= tint * TEMP_TINT_SECONDARY;\n color.b -= tint * TEMP_TINT_SECONDARY;\n \n // Single clamp after temperature/tint\n color = clamp(color, 0.0, 1.0);\n \n // Vibrance with skin protection\n if (vibrance != 0.0) {\n float maxC = max(color.r, max(color.g, color.b));\n float minC = min(color.r, min(color.g, color.b));\n float sat = maxC - minC;\n float gray = dot(color, LUMA_WEIGHTS);\n \n if (vibrance < 0.0) {\n // Desaturate: -100 → gray\n color = mix(vec3(gray), color, 1.0 + vibrance);\n } else {\n // Boost less saturated colors more\n float vibranceAmt = vibrance * (1.0 - sat);\n \n // Branchless skin tone protection\n float isWarmTone = step(color.b, color.g) * step(color.g, color.r);\n float warmth = (color.r - color.b) / max(maxC, EPSILON);\n float skinTone = isWarmTone * warmth * sat * (1.0 - sat);\n vibranceAmt *= (1.0 - skinTone * SKIN_PROTECTION);\n \n color = mix(vec3(gray), color, 1.0 + vibranceAmt * VIBRANCE_BOOST);\n }\n }\n \n // Saturation\n if (saturation != 0.0) {\n float gray = dot(color, LUMA_WEIGHTS);\n float satMix = saturation < 0.0\n ? 1.0 + saturation // -100 → gray\n : 1.0 + saturation * SATURATION_BOOST; // +100 → 3x boost\n color = mix(vec3(gray), color, satMix);\n }\n \n fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);\n}", + "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // temperature (-100 to 100)\nuniform float u_float1; // tint (-100 to 100)\nuniform float u_float2; // vibrance (-100 to 100)\nuniform float u_float3; // saturation (-100 to 100)\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst float INPUT_SCALE = 0.01;\nconst float TEMP_TINT_PRIMARY = 0.3;\nconst float TEMP_TINT_SECONDARY = 0.15;\nconst float VIBRANCE_BOOST = 2.0;\nconst float SATURATION_BOOST = 2.0;\nconst float SKIN_PROTECTION = 0.5;\nconst float EPSILON = 0.001;\nconst vec3 LUMA_WEIGHTS = vec3(0.299, 0.587, 0.114);\n\nvoid main() {\n vec4 tex = texture(u_image0, v_texCoord);\n vec3 color = tex.rgb;\n \n // Scale inputs: -100/100 \u2192 -1/1\n float temperature = u_float0 * INPUT_SCALE;\n float tint = u_float1 * INPUT_SCALE;\n float vibrance = u_float2 * INPUT_SCALE;\n float saturation = u_float3 * INPUT_SCALE;\n \n // Temperature (warm/cool): positive = warm, negative = cool\n color.r += temperature * TEMP_TINT_PRIMARY;\n color.b -= temperature * TEMP_TINT_PRIMARY;\n \n // Tint (green/magenta): positive = green, negative = magenta\n color.g += tint * TEMP_TINT_PRIMARY;\n color.r -= tint * TEMP_TINT_SECONDARY;\n color.b -= tint * TEMP_TINT_SECONDARY;\n \n // Single clamp after temperature/tint\n color = clamp(color, 0.0, 1.0);\n \n // Vibrance with skin protection\n if (vibrance != 0.0) {\n float maxC = max(color.r, max(color.g, color.b));\n float minC = min(color.r, min(color.g, color.b));\n float sat = maxC - minC;\n float gray = dot(color, LUMA_WEIGHTS);\n \n if (vibrance < 0.0) {\n // Desaturate: -100 \u2192 gray\n color = mix(vec3(gray), color, 1.0 + vibrance);\n } else {\n // Boost less saturated colors more\n float vibranceAmt = vibrance * (1.0 - sat);\n \n // Branchless skin tone protection\n float isWarmTone = step(color.b, color.g) * step(color.g, color.r);\n float warmth = (color.r - color.b) / max(maxC, EPSILON);\n float skinTone = isWarmTone * warmth * sat * (1.0 - sat);\n vibranceAmt *= (1.0 - skinTone * SKIN_PROTECTION);\n \n color = mix(vec3(gray), color, 1.0 + vibranceAmt * VIBRANCE_BOOST);\n }\n }\n \n // Saturation\n if (saturation != 0.0) {\n float gray = dot(color, LUMA_WEIGHTS);\n float satMix = saturation < 0.0\n ? 1.0 + saturation // -100 \u2192 gray\n : 1.0 + saturation * SATURATION_BOOST; // +100 \u2192 3x boost\n color = mix(vec3(gray), color, satMix);\n }\n \n fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);\n}", "from_input" ] }, @@ -601,4 +601,4 @@ } ] } -} \ No newline at end of file +}