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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
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36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
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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} |