1
2// Parameter lines go here:
3#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
4#pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05
5
6#if defined(VERTEX)
7
8#if __VERSION__ >= 130
9#define COMPAT_VARYING out
10#define COMPAT_ATTRIBUTE in
11#define COMPAT_TEXTURE texture
12#else
13#define COMPAT_VARYING varying
14#define COMPAT_ATTRIBUTE attribute
15#define COMPAT_TEXTURE texture2D
16#endif
17
18#ifdef GL_ES
19#define COMPAT_PRECISION mediump
20#else
21#define COMPAT_PRECISION
22#endif
23
24COMPAT_ATTRIBUTE vec4 VertexCoord;
25COMPAT_ATTRIBUTE vec4 COLOR;
26COMPAT_ATTRIBUTE vec4 TexCoord;
27COMPAT_VARYING vec4 COL0;
28COMPAT_VARYING vec4 TEX0;
29
30uniform mat4 MVPMatrix;
31uniform COMPAT_PRECISION int FrameDirection;
32uniform COMPAT_PRECISION int FrameCount;
33uniform COMPAT_PRECISION vec2 OutputSize;
34uniform COMPAT_PRECISION vec2 TextureSize;
35uniform COMPAT_PRECISION vec2 InputSize;
36
37void main()
38{
39    gl_Position = MVPMatrix * VertexCoord;
40    COL0 = COLOR;
41    TEX0.xy = TexCoord.xy;
42}
43
44#elif defined(FRAGMENT)
45
46#if __VERSION__ >= 130
47#define COMPAT_VARYING in
48#define COMPAT_TEXTURE texture
49out vec4 FragColor;
50#else
51#define COMPAT_VARYING varying
52#define FragColor gl_FragColor
53#define COMPAT_TEXTURE texture2D
54#endif
55
56#ifdef GL_ES
57#ifdef GL_FRAGMENT_PRECISION_HIGH
58precision highp float;
59#else
60precision mediump float;
61#endif
62#define COMPAT_PRECISION mediump
63#else
64#define COMPAT_PRECISION
65#endif
66
67uniform COMPAT_PRECISION int FrameDirection;
68uniform COMPAT_PRECISION int FrameCount;
69uniform COMPAT_PRECISION vec2 OutputSize;
70uniform COMPAT_PRECISION vec2 TextureSize;
71uniform COMPAT_PRECISION vec2 InputSize;
72uniform sampler2D Texture;
73COMPAT_VARYING vec4 TEX0;
74
75// compatibility #defines
76#define Source Texture
77#define vTexCoord TEX0.xy
78
79#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
80#define outsize vec4(OutputSize, 1.0 / OutputSize)
81
82#ifdef PARAMETER_UNIFORM
83// All parameter floats need to have COMPAT_PRECISION in front of them
84uniform COMPAT_PRECISION float WP, wp_saturation;
85#else
86#define WP  0.0
87#define wp_saturation 1.0
88#endif
89
90const mat3 D65_to_XYZ = mat3 (
91           0.4306190,  0.2220379,  0.0201853,
92           0.3415419,  0.7066384,  0.1295504,
93           0.1783091,  0.0713236,  0.9390944);
94
95const mat3 XYZ_to_D65 = mat3 (
96           3.0628971, -0.9692660,  0.0678775,
97          -1.3931791,  1.8760108, -0.2288548,
98          -0.4757517,  0.0415560,  1.0693490);
99
100const mat3 D50_to_XYZ = mat3 (
101           0.4552773,  0.2323025,  0.0145457,
102           0.3675500,  0.7077956,  0.1049154,
103           0.1413926,  0.0599019,  0.7057489);
104
105const mat3 XYZ_to_D50 = mat3 (
106           2.9603944, -0.9787684,  0.0844874,
107          -1.4678519,  1.9161415, -0.2545973,
108          -0.4685105,  0.0334540,  1.4216174);
109
110void main()
111{
112
113	vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb;
114
115   color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color);
116
117	float p = 2.4;
118
119	color = pow(color, vec3(p));
120
121	vec3 warmer = D50_to_XYZ*color;
122	warmer = XYZ_to_D65*warmer;
123
124	vec3 cooler = D65_to_XYZ*color;
125	cooler = XYZ_to_D50*cooler;
126
127	float m = abs(WP)/100.0;
128
129	vec3 comp = (WP < 0.0) ? cooler : warmer;
130
131	color = mix(color, comp, m);
132
133	color = pow(color, vec3(1.0/p));
134
135	FragColor = vec4(color,1.0);
136}
137#endif
138