forked from bartvdbraak/blender
b6d12f11fe
very well for colors that can be outside of the 0.0..1.0 range, giving +/- infinity results. Now we just use a simple linear contrast factor as proposed by Paolo Sourvinos, and clamp values to be >= 0, and also make the parameters work more in the 0..1 range instead of the 0..100 range, to be more consistent with other nodes.
42 lines
1.4 KiB
C
42 lines
1.4 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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__device void svm_node_brightness(ShaderData *sd, float *stack, uint in_color, uint out_color, uint node)
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{
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uint bright_offset, contrast_offset;
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float3 color = stack_load_float3(stack, in_color);
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decode_node_uchar4(node, &bright_offset, &contrast_offset, NULL, NULL);
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float brightness = stack_load_float(stack, bright_offset);
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float contrast = stack_load_float(stack, contrast_offset);
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float a = 1.0f + contrast;
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float b = brightness - contrast*0.5f;
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color.x = max(a*color.x + b, 0.0f);
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color.y = max(a*color.y + b, 0.0f);
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color.z = max(a*color.z + b, 0.0f);
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if (stack_valid(out_color))
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stack_store_float3(stack, out_color, color);
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}
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CCL_NAMESPACE_END
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