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| "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // shadows red (-100 to 100)\nuniform float u_float1; // shadows green (-100 to 100)\nuniform float u_float2; // shadows blue (-100 to 100)\nuniform float u_float3; // midtones red (-100 to 100)\nuniform float u_float4; // midtones green (-100 to 100)\nuniform float u_float5; // midtones blue (-100 to 100)\nuniform float u_float6; // highlights red (-100 to 100)\nuniform float u_float7; // highlights green (-100 to 100)\nuniform float u_float8; // highlights blue (-100 to 100)\nuniform bool u_bool0; // preserve luminosity\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nvec3 rgb2hsl(vec3 c) {\n float maxC = max(c.r, max(c.g, c.b));\n float minC = min(c.r, min(c.g, c.b));\n float l = (maxC + minC) * 0.5;\n if (maxC == minC) return vec3(0.0, 0.0, l);\n float d = maxC - minC;\n float s = l > 0.5 ? d / (2.0 - maxC - minC) : d / (maxC + minC);\n float h;\n if (maxC == c.r) {\n h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);\n } else if (maxC == c.g) {\n h = (c.b - c.r) / d + 2.0;\n } else {\n h = (c.r - c.g) / d + 4.0;\n }\n h /= 6.0;\n return vec3(h, s, l);\n}\n\nfloat hue2rgb(float p, float q, float t) {\n if (t < 0.0) t += 1.0;\n if (t > 1.0) t -= 1.0;\n if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;\n if (t < 1.0 / 2.0) return q;\n if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;\n return p;\n}\n\nvec3 hsl2rgb(vec3 hsl) {\n float h = hsl.x, s = hsl.y, l = hsl.z;\n if (s == 0.0) return vec3(l);\n float q = l < 0.5 ? l * (1.0 + s) : l + s - l * s;\n float p = 2.0 * l - q;\n return vec3(\n hue2rgb(p, q, h + 1.0 / 3.0),\n hue2rgb(p, q, h),\n hue2rgb(p, q, h - 1.0 / 3.0)\n );\n}\n\nvoid main() {\n vec4 tex = texture(u_image0, v_texCoord);\n vec3 color = tex.rgb;\n\n // Build shadows/midtones/highlights vectors (scale -100..100 to -1..1)\n vec3 shadows = vec3(u_float0, u_float1, u_float2) * 0.01;\n vec3 midtones = vec3(u_float3, u_float4, u_float5) * 0.01;\n vec3 highlights = vec3(u_float6, u_float7, u_float8) * 0.01;\n\n // GIMP: HSL lightness for weight calculation\n float maxC = max(color.r, max(color.g, color.b));\n float minC = min(color.r, min(color.g, color.b));\n float lightness = (maxC + minC) * 0.5;\n\n // GIMP weight curves: linear ramps with constants a=0.25, b=0.333, scale=0.7\n const float a = 0.25;\n const float b = 0.333;\n const float scale = 0.7;\n\n float sw = clamp((lightness - b) / -a + 0.5, 0.0, 1.0) * scale;\n float mw = clamp((lightness - b) / a + 0.5, 0.0, 1.0) *\n clamp((lightness + b - 1.0) / -a + 0.5, 0.0, 1.0) * scale;\n float hw = clamp((lightness + b - 1.0) / a + 0.5, 0.0, 1.0) * scale;\n\n color += sw * shadows + mw * midtones + hw * highlights;\n\n if (u_bool0) {\n vec3 hsl = rgb2hsl(clamp(color, 0.0, 1.0));\n hsl.z = lightness;\n color = hsl2rgb(hsl);\n }\n\n fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);\n}", |
| "from_input" |
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| "groups": [], |
| "links": [ |
| { |
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| } |
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| "extra": { |
| "workflowRendererVersion": "LG" |
| }, |
| "category": "Image Tools/Color adjust", |
| "description": "Balances colors across shadows, midtones, and highlights using a real-time GPU fragment shader." |
| } |
| ] |
| } |
| } |