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blueprints/.glsl/Color_Curves_8.frag
50 lines
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform sampler2D u_curve0; // RGB master curve (256x1 LUT)
uniform sampler2D u_curve1; // Red channel curve
uniform sampler2D u_curve2; // Green channel curve
uniform sampler2D u_curve3; // Blue channel curve
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
// GIMP-compatible curve lookup with manual linear interpolation.
// Matches gimp_curve_map_value_inline() from gimpcurve-map.c:
// index = value * (n_samples - 1)
// f = fract(index)
// result = (1-f) * samples[floor] + f * samples[ceil]
//
// Uses texelFetch (NEAREST) to avoid GPU half-texel offset issues
// that occur with texture() + GL_LINEAR on small 256x1 LUTs.
float applyCurve(sampler2D curve, float value) {
value = clamp(value, 0.0, 1.0);
float pos = value * 255.0;
int lo = int(floor(pos));
int hi = min(lo + 1, 255);
float f = pos - float(lo);
float a = texelFetch(curve, ivec2(lo, 0), 0).r;
float b = texelFetch(curve, ivec2(hi, 0), 0).r;
return a + f * (b - a);
}
void main() {
vec4 color = texture(u_image0, v_texCoord);
// GIMP order: per-channel curves first, then RGB master curve.
// See gimp_curve_map_pixels() default case in gimpcurve-map.c:
// dest = colors_curve( channel_curve( src ) )
float tmp_r = applyCurve(u_curve1, color.r);
float tmp_g = applyCurve(u_curve2, color.g);
float tmp_b = applyCurve(u_curve3, color.b);
color.r = applyCurve(u_curve0, tmp_r);
color.g = applyCurve(u_curve0, tmp_g);
color.b = applyCurve(u_curve0, tmp_b);
fragColor0 = vec4(color.rgb, color.a);
}