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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-19 20:05:57 +08:00
White balance node added
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64
addons/ShaderLib/Artistic/Adjustment/WhiteBalance.gd
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64
addons/ShaderLib/Artistic/Adjustment/WhiteBalance.gd
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@tool
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class_name VisualShaderNodeWhiteBalance extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "WhiteBalance"
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func _get_category() -> String:
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return "Artistic/Adjustment"
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func _get_description() -> String:
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return "Adjusts the temperature and tint of input \"in\" by the amount of inputs \"temperature\" and \"tint\" respectively."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_count() -> int:
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return 3
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "in"
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1:
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return "temperature"
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_:
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return "tint"
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func _get_input_port_type(port: int) -> PortType:
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match port:
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0:
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return PORT_TYPE_VECTOR_3D
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_:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1, 2:
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return 0.0
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_:
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return null
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "out"
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func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("WhiteBalance.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var input: String = "vec3(1.0)"
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if input_vars[0]:
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input = input_vars[0]
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var temperature: String = input_vars[1]
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var tint: String = input_vars[2]
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return output_vars[0] + " = white_balance(%s, %s, %s);" % [input, temperature, tint]
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@ -0,0 +1,36 @@
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vec3 white_balance(vec3 input, float temperature, float tint){
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float t1 = temperature * 10.0 / 6.0;
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float t2 = tint * 10.0 / 6.0;
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float x = 0.31271 - t1 * (t1 < 0.0 ? 0.1 : 0.05);
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float standard_illuminant_y = 2.87 * x - 3.0 * x * x - 0.27509507;
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float y = standard_illuminant_y + t2 * 0.05;
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vec3 w1 = vec3(0.949237, 1.03542, 1.08728);
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float Y = 1.;
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float X = Y * x / y;
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float Z = Y * (1. - x - y) / y;
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float L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
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float M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
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float S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
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vec3 w2 = vec3(L, M, S);
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vec3 balance = vec3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
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mat3 LIN_2_LMS_MAT = mat3(
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vec3(3.90405e-1, 5.49941e-1, 8.92632e-3),
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vec3(7.08416e-2, 9.63172e-1, 1.35775e-3),
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vec3(2.31082e-2, 1.28021e-1, 9.36245e-1)
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);
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mat3 LMS_2_LIN_MAT = mat3(
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vec3(2.85847, -1.62879, -2.48910),
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vec3(-2.10182e-1, 1.15820e+0, 3.24281e-4),
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vec3(-4.18120e-2, -1.18169e-1, 1.06867e+0)
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);
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vec3 lms = LIN_2_LMS_MAT * input;
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lms *= balance;
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return LMS_2_LIN_MAT * lms;
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}
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