This commit is contained in:
Andras Schmelczer 2026-05-22 08:03:13 +01:00
commit 646564fc73
4 changed files with 108 additions and 45 deletions

View file

@ -12,6 +12,14 @@ struct Settings {
brushColorStrengthMultiplier: f32,
};
const COMMON_CHANNEL_REDUCTION: f32 = 0.75;
const OVERLAP_SATURATION_BOOST: f32 = 1.35;
const LOW_SATURATION_RESCUE_AMOUNT: f32 = 0.65;
const LOW_SATURATION_RESCUE_MIN: f32 = 0.08;
const LOW_SATURATION_RESCUE_MAX: f32 = 0.22;
const COLOR_WEIGHT_EPSILON: f32 = 0.0001;
const LUMA_WEIGHTS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(2) var trailMap: texture_2d<f32>;
@group(1) @binding(3) var sourceMap: texture_2d<f32>;
@ -41,25 +49,13 @@ fn renderColor(traces: vec4<f32>, sources: vec4<f32>, background: vec3<f32>) ->
}
if brushStrength <= 0.0 {
let traceColor =
traceStrengths.r * settings.colorA
+ traceStrengths.g * settings.colorB
+ traceStrengths.b * settings.colorC;
let normalizedTraceColor = normalizeColorIntensity(traceColor);
return vec4(mix(background, clamp(normalizedTraceColor, vec3(0), vec3(1)), traceStrength), 1);
let traceColor = colorFromChannelStrengths(traceStrengths);
return vec4(mix(background, clamp(traceColor, vec3(0), vec3(1)), traceStrength), 1);
}
let strengths = max(traceStrengths, sourceStrengths);
let traceColor =
strengths.r * settings.colorA
+ strengths.g * settings.colorB
+ strengths.b * settings.colorC;
let normalizedTraceColor = normalizeColorIntensity(traceColor);
let brushColor =
sourceStrengths.r * settings.colorA
+ sourceStrengths.g * settings.colorB
+ sourceStrengths.b * settings.colorC;
let normalizedBrushColor = normalizeColorIntensity(brushColor);
let traceColor = colorFromChannelStrengths(strengths);
let brushColor = colorFromChannelStrengths(sourceStrengths);
let brushVisibility = clamp(
brushStrength * (
settings.brushColorBase +
@ -68,7 +64,7 @@ fn renderColor(traces: vec4<f32>, sources: vec4<f32>, background: vec3<f32>) ->
0,
1
);
let color = max(normalizedTraceColor, normalizedBrushColor);
let color = mix(traceColor, brushColor, brushVisibility);
let strength = max(maxComponent(strengths), brushVisibility);
return vec4(mix(background, clamp(color, vec3(0), vec3(1)), strength), 1);
@ -78,10 +74,80 @@ fn maxComponent(v: vec3<f32>) -> f32 {
return max(max(v.r, v.g), v.b);
}
fn minComponent(v: vec3<f32>) -> f32 {
return min(min(v.r, v.g), v.b);
}
fn componentSum(v: vec3<f32>) -> f32 {
return v.r + v.g + v.b;
}
fn clarity(strength: vec3<f32>) -> vec3<f32> {
return pow(clamp(strength, vec3(0), vec3(1)), vec3(settings.clarity));
}
fn colorFromChannelStrengths(strengths: vec3<f32>) -> vec3<f32> {
if maxComponent(strengths) <= 0.0 {
return vec3<f32>(0.0);
}
let weights = colorWeights(strengths);
let color =
weights.r * settings.colorA
+ weights.g * settings.colorB
+ weights.b * settings.colorC;
return preserveOverlapVibrancy(normalizeColorIntensity(color), strengths);
}
fn colorWeights(strengths: vec3<f32>) -> vec3<f32> {
let commonStrength = minComponent(strengths);
var weightBase = max(
strengths - vec3<f32>(commonStrength * COMMON_CHANNEL_REDUCTION),
vec3<f32>(0.0)
);
if componentSum(weightBase) <= COLOR_WEIGHT_EPSILON {
weightBase = strengths;
}
let sharpenedWeights = weightBase * weightBase;
return sharpenedWeights / max(COLOR_WEIGHT_EPSILON, componentSum(sharpenedWeights));
}
fn preserveOverlapVibrancy(color: vec3<f32>, strengths: vec3<f32>) -> vec3<f32> {
let strongest = maxComponent(strengths);
let overlapAmount = clamp(
(componentSum(strengths) - strongest) / max(COLOR_WEIGHT_EPSILON, strongest),
0.0,
1.0
);
let luminance = dot(color, LUMA_WEIGHTS);
var vibrantColor = clamp(
vec3<f32>(luminance) +
(color - vec3<f32>(luminance)) *
mix(1.0, OVERLAP_SATURATION_BOOST, overlapAmount),
vec3<f32>(0.0),
vec3<f32>(1.0)
);
let saturation = maxComponent(vibrantColor) - minComponent(vibrantColor);
let rescueAmount =
overlapAmount *
(1.0 - smoothstep(LOW_SATURATION_RESCUE_MIN, LOW_SATURATION_RESCUE_MAX, saturation)) *
LOW_SATURATION_RESCUE_AMOUNT;
return mix(vibrantColor, dominantColor(strengths), rescueAmount);
}
fn dominantColor(strengths: vec3<f32>) -> vec3<f32> {
if strengths.r >= strengths.g && strengths.r >= strengths.b {
return normalizeColorIntensity(settings.colorA);
}
if strengths.g >= strengths.b {
return normalizeColorIntensity(settings.colorB);
}
return normalizeColorIntensity(settings.colorC);
}
fn normalizeColorIntensity(color: vec3<f32>) -> vec3<f32> {
let brightestChannel = maxComponent(color);
return color / max(settings.traceNormalizationFloor, brightestChannel);