← back to ComfyUI
blueprints/.glsl/Color_Adjustment_15.frag
78 lines
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform float u_float0; // temperature (-100 to 100)
uniform float u_float1; // tint (-100 to 100)
uniform float u_float2; // vibrance (-100 to 100)
uniform float u_float3; // saturation (-100 to 100)
in vec2 v_texCoord;
out vec4 fragColor;
const float INPUT_SCALE = 0.01;
const float TEMP_TINT_PRIMARY = 0.3;
const float TEMP_TINT_SECONDARY = 0.15;
const float VIBRANCE_BOOST = 2.0;
const float SATURATION_BOOST = 2.0;
const float SKIN_PROTECTION = 0.5;
const float EPSILON = 0.001;
const vec3 LUMA_WEIGHTS = vec3(0.299, 0.587, 0.114);
void main() {
vec4 tex = texture(u_image0, v_texCoord);
vec3 color = tex.rgb;
// Scale inputs: -100/100 → -1/1
float temperature = u_float0 * INPUT_SCALE;
float tint = u_float1 * INPUT_SCALE;
float vibrance = u_float2 * INPUT_SCALE;
float saturation = u_float3 * INPUT_SCALE;
// Temperature (warm/cool): positive = warm, negative = cool
color.r += temperature * TEMP_TINT_PRIMARY;
color.b -= temperature * TEMP_TINT_PRIMARY;
// Tint (green/magenta): positive = green, negative = magenta
color.g += tint * TEMP_TINT_PRIMARY;
color.r -= tint * TEMP_TINT_SECONDARY;
color.b -= tint * TEMP_TINT_SECONDARY;
// Single clamp after temperature/tint
color = clamp(color, 0.0, 1.0);
// Vibrance with skin protection
if (vibrance != 0.0) {
float maxC = max(color.r, max(color.g, color.b));
float minC = min(color.r, min(color.g, color.b));
float sat = maxC - minC;
float gray = dot(color, LUMA_WEIGHTS);
if (vibrance < 0.0) {
// Desaturate: -100 → gray
color = mix(vec3(gray), color, 1.0 + vibrance);
} else {
// Boost less saturated colors more
float vibranceAmt = vibrance * (1.0 - sat);
// Branchless skin tone protection
float isWarmTone = step(color.b, color.g) * step(color.g, color.r);
float warmth = (color.r - color.b) / max(maxC, EPSILON);
float skinTone = isWarmTone * warmth * sat * (1.0 - sat);
vibranceAmt *= (1.0 - skinTone * SKIN_PROTECTION);
color = mix(vec3(gray), color, 1.0 + vibranceAmt * VIBRANCE_BOOST);
}
}
// Saturation
if (saturation != 0.0) {
float gray = dot(color, LUMA_WEIGHTS);
float satMix = saturation < 0.0
? 1.0 + saturation // -100 → gray
: 1.0 + saturation * SATURATION_BOOST; // +100 → 3x boost
color = mix(vec3(gray), color, satMix);
}
fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);
}