updates
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@@ -50,12 +50,17 @@ float rawAlphaAt(float2 uv, ShaderContext context)
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return saturate(alpha);
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}
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float refinedAlphaAt(float2 uv, ShaderContext context)
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float matteAlphaAt(float2 uv)
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{
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return saturate(sampleVideo(saturate(uv)).a);
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}
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float refinedAlphaFromMatte(float2 uv, ShaderContext context)
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{
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float2 pixel = 1.0 / max(context.outputResolution, float2(1.0, 1.0));
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float blur = max(matteBlur, 0.0);
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float aaRadius = max(blur, 0.65);
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float centerAlpha = rawAlphaAt(uv, context);
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float centerAlpha = matteAlphaAt(uv);
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float alpha = centerAlpha * 0.30;
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if (aaRadius > 0.0001)
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@@ -64,51 +69,51 @@ float refinedAlphaAt(float2 uv, ShaderContext context)
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float2 halfRadius = radius * 0.5;
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float alphaMin = centerAlpha;
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float alphaMax = centerAlpha;
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float sampleAlpha = rawAlphaAt(uv + float2(halfRadius.x, 0.0), context);
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float sampleAlpha = matteAlphaAt(uv + float2(halfRadius.x, 0.0));
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(halfRadius.x, 0.0), context);
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sampleAlpha = matteAlphaAt(uv - float2(halfRadius.x, 0.0));
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(0.0, halfRadius.y), context);
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sampleAlpha = matteAlphaAt(uv + float2(0.0, halfRadius.y));
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(0.0, halfRadius.y), context);
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sampleAlpha = matteAlphaAt(uv - float2(0.0, halfRadius.y));
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(radius.x, 0.0), context);
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sampleAlpha = matteAlphaAt(uv + float2(radius.x, 0.0));
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(radius.x, 0.0), context);
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sampleAlpha = matteAlphaAt(uv - float2(radius.x, 0.0));
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(0.0, radius.y), context);
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sampleAlpha = matteAlphaAt(uv + float2(0.0, radius.y));
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(0.0, radius.y), context);
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sampleAlpha = matteAlphaAt(uv - float2(0.0, radius.y));
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + radius, context);
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sampleAlpha = matteAlphaAt(uv + radius);
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - radius, context);
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sampleAlpha = matteAlphaAt(uv - radius);
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(radius.x, -radius.y), context);
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sampleAlpha = matteAlphaAt(uv + float2(radius.x, -radius.y));
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(-radius.x, radius.y), context);
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sampleAlpha = matteAlphaAt(uv + float2(-radius.x, radius.y));
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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@@ -118,7 +123,7 @@ float refinedAlphaAt(float2 uv, ShaderContext context)
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}
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else
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{
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alpha = rawAlphaAt(uv, context);
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alpha = centerAlpha;
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}
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alpha = saturate((alpha - clipBlack) / max(clipWhite - clipBlack, 0.0001));
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@@ -147,17 +152,43 @@ float3 despillColor(float3 color, float alpha)
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return saturate(neutralized);
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}
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float4 shadeVideo(ShaderContext context)
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float cropMaskAt(float2 uv, ShaderContext context)
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{
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float2 feather = 1.0 / max(context.outputResolution, float2(1.0, 1.0));
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float left = smoothstep(saturate(cropLeft), saturate(cropLeft) + feather.x, uv.x);
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float right = 1.0 - smoothstep(1.0 - saturate(cropRight) - feather.x, 1.0 - saturate(cropRight), uv.x);
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float top = smoothstep(saturate(cropTop), saturate(cropTop) + feather.y, uv.y);
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float bottom = 1.0 - smoothstep(1.0 - saturate(cropBottom) - feather.y, 1.0 - saturate(cropBottom), uv.y);
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return saturate(left * right * top * bottom);
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}
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float4 buildRawMatte(ShaderContext context)
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{
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float4 src = context.sourceColor;
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float3 color = saturate(src.rgb);
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float alpha = refinedAlphaAt(context.uv, context);
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float alpha = rawAlphaAt(context.uv, context);
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return float4(color, alpha);
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}
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float4 refineMatte(ShaderContext context)
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{
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float4 raw = sampleVideo(context.uv);
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float alpha = refinedAlphaFromMatte(context.uv, context);
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return float4(saturate(raw.rgb), alpha);
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}
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float4 applyKey(ShaderContext context)
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{
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float4 keyed = sampleVideo(context.uv);
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float3 color = saturate(keyed.rgb);
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float alpha = saturate(keyed.a);
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float spill = spillAmountForColor(color);
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float3 despilled = despillColor(color, alpha);
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float cropMask = cropMaskAt(context.uv, context);
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alpha *= cropMask;
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float edgeAmount = saturate(1.0 - abs(alpha * 2.0 - 1.0));
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despilled = lerp(despilled, despilled * saturate(edgeColor.rgb), edgeAmount * saturate(edgeRecover));
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alpha = saturate(lerp(alpha, rawAlphaAt(context.uv, context), edgeAmount * saturate(edgeRecover) * 0.35));
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if (viewMode == 1)
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return float4(alpha, alpha, alpha, 1.0);
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@@ -167,10 +198,15 @@ float4 shadeVideo(ShaderContext context)
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return float4(despilled, 1.0);
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if (viewMode == 4)
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{
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float rawAlpha = rawAlphaAt(context.uv, context);
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float rawAlpha = rawAlphaAt(context.uv, context) * cropMask;
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return float4(rawAlpha, alpha, spill, 1.0);
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}
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float3 premultiplied = saturate(despilled) * alpha;
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return float4(premultiplied, alpha);
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}
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float4 shadeVideo(ShaderContext context)
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{
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return applyKey(context);
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}
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