{
  "Name": "AdjustColors",
  "_id": "61dd0e58-b23c-441c-af6e-e9b9295a9634",
  "Namespace": "lib.image.adjust",
  "Description": "Adjusts the color of an image by Midtones Lights.\r\n\r\n\r\ndistinguishing between shadows, midtones and lights. Gray is neutral, intensity of the HUE adjustment increases with saturation of the parameter colors. \r\nThe alpha-channel decides in how far the saturation is boosted as well.\r\n\r\nFor HDR-Tone-Mapping use the ClampShadow and ClampLight parameters. The Bias-Component defines the s-curve for the light distribution.\r\n\r\nAlso note that SML stands for Shadow \r\n\r\n\r\n\r\n\r\nTo get most of the oparator, we suggest to get some background on colorgrading first. This is a good start: http://www.youtube.com/watch?v=k5rP2StmIXU&feature=BFa&list=PL6C89A9A9B9CEE4F7\r\n",
  "Inputs": [
    {
      "Name": "Code",
      "MetaInstanceID": "ca188f8e-8536-4de4-a9d1-aa43244802db",
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        "Type": "Text",
        "Value": [
          "//>>> _common parameters\r",
          "float4x4 objectToWorldMatrix;",
          "float4x4 worldToCameraMatrix;",
          "float4x4 projMatrix;",
          "Texture2D txDiffuse;",
          "float2 RenderTargetSize;",
          "//<<< _common parameters\r",
          "\r",
          "//>>> _parameters\r",
          "Texture2D Image;",
          "float Exposure;",
          "float4 Overall;",
          "float Saturation;",
          "float3 ExposureSML;",
          "float4 Shadows;",
          "float4 Midtones;",
          "float4 Lights;",
          "float3 SaturationSML;",
          "float2 ClampShadow;",
          "float2 ClampLight;",
          "float2 SMLRange;",
          "//<<< _parameters\r",
          "\r",
          "//>>> setup\r",
          "SamplerState samNearest\r",
          "{\r",
          "    Filter = MIN_MAG_MIP_LINEAR;\r",
          "    AddressU = Clamp;\r",
          "    AddressV = Clamp;\r",
          "};\r",
          "//<<< setup\r",
          "\r",
          "//>>> declarations\r",
          "struct VS_IN\r",
          "{\r",
          "    float4 pos : POSITION;\r",
          "    float2 texCoord : TEXCOORD;\r",
          "};\r",
          "\r",
          "struct PS_IN\r",
          "{\r",
          "    float4 pos : SV_POSITION;\r",
          "    float2 texCoord: TEXCOORD0;\t    \r",
          "    float3 worldTViewPos: TEXCOORD1;\r",
          "    float3 worldTViewDir: TEXCOORD2;\r",
          "};\r",
          "//<<< declarations\r",
          "\r",
          "//>>> _GS\r",
          "",
          "//<<< _GS\r",
          "\r",
          "//>>> _VS \r",
          "PS_IN VS( VS_IN input )",
          "{",
          "    PS_IN output = (PS_IN)0;",
          "",
          "    output.pos = mul(input.pos, worldToCameraMatrix);",
          "    output.pos = mul(output.pos, projMatrix);",
          "    output.texCoord = input.texCoord;",
          "",
          "    return output;",
          "}",
          "//<<< _VS\r",
          "\r",
          "//>>> PS\r",
          "\r",
          "float BiasedValue(float value, float aValue, float aBias, float bValue, float bBias) \r",
          "{\r",
          "    float u=  clamp((value-aValue)/(bValue-aValue),0,1);\r",
          "    \r",
          "\r",
          "    float fadeA= (float)pow(   u, pow( 0.5, -aBias));\r",
          "    float fadeB= (float)pow( 1-u, pow( 0.5, -bBias));\r",
          "    float v= fadeA * (1 - u) + u * (1-fadeB);\r",
          "    return aValue+v*(bValue-aValue);\r",
          "}\r",
          "\r",
          "\r",
          "\r",
          "float3 rgbToHsv(float r, float g, float b)\r",
          "{\r",
          "    float delta, h,s, v;\r",
          "    float tmp = (r < g) ? r : g;\r",
          "    float min = (tmp < b) ? tmp : b;\r",
          "\r",
          "    tmp = (r > g) ? r : g;\r",
          "    float max = (tmp > b) ? tmp : b;\r",
          "\r",
          "    v = max;\t\t\t\t\r",
          "    delta = max - min;\r",
          "    if (max == min)\r",
          "    {\r",
          "        return float3( 0, 0, max);\r",
          "    }\r",
          "    else if (max != 0)\r",
          "    {\r",
          "        s = delta/max;\r",
          "    }\r",
          "    else\r",
          "    {\r",
          "        // r = g = b = 0\t\t    // s = 0, v is undefined\r",
          "        s = 0;\r",
          "        h = 0;\r",
          "        return float3(h, s, v);\r",
          "    }\r",
          "    if (r == max)\r",
          "        h = (g - b) / delta;\t\t// between yellow & magenta\r",
          "    else if (g == max)\r",
          "        h = 2 + (b - r) / delta;\t// between cyan & yellow\r",
          "    else\r",
          "        h = 4 + (r - g) / delta;\t// between magenta & cyan\r",
          "    h *= 60;\t\t\t\t        // degrees\r",
          "    if (h < 0)\r",
          "        h += 360;\r",
          "    return float3(h,s,v);\r",
          "                \r",
          "}\r",
          "\r",
          "float3 hsvToRgb( float h, float s, float v)\r",
          "{\r",
          "    float satR, satG, satB;\r",
          "    if (h < 120.0f)\r",
          "    {\r",
          "        satR = (120.0f - h) / 60.0f;\r",
          "        satG = h / 60.0f;\r",
          "        satB = 0.0f;\r",
          "    }\r",
          "    else if (h < 240.0f)\r",
          "    {\r",
          "        satR = 0.0f;\r",
          "        satG = (240.0f - h) / 60.0f;\r",
          "        satB = (h - 120.0f) / 60.0f;\r",
          "    }\r",
          "    else\r",
          "    {\r",
          "        satR = (h - 240.0f) / 60.0f;\r",
          "        satG = 0.0f;\r",
          "        satB = (360.0f - h) / 60.0f;\r",
          "    }\r",
          "    satR = (satR < 1.0f) ? satR : 1.0f;\r",
          "    satG = (satG < 1.0f) ? satG : 1.0f;\r",
          "    satB = (satB < 1.0f) ? satB : 1.0f;\r",
          "\r",
          "    return float3( v*(s*satR + (1.0f - s)),\r",
          "                    v*(s*satG + (1.0f - s)),\r",
          "                    v*(s*satB + (1.0f - s)));\r",
          "                    \r",
          "}\r",
          "\r",
          "\r",
          "\r",
          "\r",
          "\r",
          "const float PI= 3.141578;\r",
          "const float toRad= 3.141578/180;\r",
          "\r",
          "float4 PS( PS_IN input ) : SV_Target\r",
          "{\r",
          "    // Convert colors-parameters to HSL\r",
          "    float3 overallHSL=  rgbToHsv(Overall.r,  Overall.g,  Overall.b);\r",
          "    float3 lightsHSL=   rgbToHsv(Lights.r,   Lights.g,   Lights.b);\r",
          "    float3 midtonesHSL= rgbToHsv(Midtones.r, Midtones.g, Midtones.b);\r",
          "    float3 shadowsHSL=  rgbToHsv(Shadows.r,  Shadows.g,  Shadows.b);\r",
          "    \r",
          "    float4 c=Image.Sample(samNearest, input.texCoord);\r",
          "    \r",
          "\r",
          "    // Adjust exposure\r",
          "    c *= Exposure;    \r",
          "                \r",
          "    c.r= clamp(BiasedValue( c.r, ClampShadow.x, ClampShadow.y, ClampLight.x, ClampLight.y),0,10);\r",
          "    c.g= clamp(BiasedValue( c.g, ClampShadow.x, ClampShadow.y, ClampLight.x, ClampLight.y),0,10);\r",
          "    c.b= clamp(BiasedValue( c.b, ClampShadow.x, ClampShadow.y, ClampLight.x, ClampLight.y),0,10);\r",
          "    \r",
          "    float3 HSL = rgbToHsv(c.r, c.g, c.b);\r",
          "    float h=HSL.x;\r",
          "    float s=HSL.y;     \r",
          "    float l=HSL.z;     \r",
          "   \r",
          "    // Compute Range levels for Shadow mids and lights\r",
          "    float shadows = clamp(-(l-SMLRange.x)/SMLRange.x,0,100);\r",
          "    float lights = clamp((l-SMLRange.y)/(1-SMLRange.y),0,100);\r",
          "    float mids=  1- cos(2*PI* clamp(l,0,100))/2+0.5;  // this is actually ignoring SMLRange\r",
          "        \r",
          "    // Adjust lighting\r",
          "    l *= (ExposureSML.x*shadows +ExposureSML.y*mids + ExposureSML.z*lights +1);\r",
          "\r",
          "    // Adjust saturation\r",
          "    s *= (Saturation +1);\r",
          "    s *= (SaturationSML.x*shadows + SaturationSML.y*mids+ + SaturationSML.z*lights+1);\r",
          "    s= clamp(s, 0,1);\r",
          "    \r",
          "    float3 rgb = hsvToRgb(h, s, l);\r",
          "    \r",
          "    //float3 overallRGB=  hsvToRgb(  overallHSL.x, s+2*Overall.a, l);\r",
          "    //float3 lightRGB=    hsvToRgb(   lightsHSL.x, s+2*Lights.a,  l);\r",
          "    //float3 midtonesRGB= hsvToRgb( midtonesHSL.x, s+2*Midtones.a,l);\r",
          "    //float3 shadowsRGB=  hsvToRgb(  shadowsHSL.x, s+2*Shadows.a, l);\r",
          "    \r",
          "\r",
          "    float3 overallColorRGB=  hsvToRgb(  overallHSL.x, overallHSL.y * (1 +  Overall.a), l);\r",
          "    float3 lightColorRGB=    hsvToRgb(   lightsHSL.x , lightsHSL.y * (1 +   Lights.a), l);\r",
          "    float3 midtonesColorRGB= hsvToRgb( midtonesHSL.x,midtonesHSL.y * (1 + Midtones.a), l);\r",
          "    float3 shadowsColorRGB=  hsvToRgb(  shadowsHSL.x, shadowsHSL.y * (1 +  Shadows.a), l);\r",
          "      \r",
          "    // Mix rgb colors with adjusted colors through saturation of color parameter\r",
          "    // i.e. affect more when moving the picker from the center to the edge of the color circle    \r",
          "    rgb= lerp( rgb, overallColorRGB,           overallHSL.y);   \r",
          "    rgb= lerp( rgb, midtonesColorRGB, mids  * midtonesHSL.y);\r",
          "    rgb= lerp( rgb, shadowsColorRGB,  shadows* shadowsHSL.y);\r",
          "    rgb= lerp( rgb, lightColorRGB,    lights *  lightsHSL.y);\r",
          "    \r",
          "    c.a = clamp(c.a, 0, 1);\r",
          "    return float4(rgb,c.a);\r",
          "    \r",
          "}\r",
          "//<<< PS\r",
          "\r",
          "//>>> _technique\r",
          "technique10 Render",
          "{",
          "    pass P0",
          "    {",
          "        SetGeometryShader( 0 );",
          "        SetVertexShader( CompileShader( vs_4_0, VS() ) );",
          "        SetPixelShader( CompileShader( ps_4_0, PS() ) );",
          "    }",
          "}",
          "//<<< _technique\r",
          ""
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      "Relevance": "Optional",
      "Description": "",
      "Min": "-100000",
      "Max": "100000",
      "Scale": "0.1",
      "ScaleType": "Linear",
      "EnumValues": []
    },
    {
      "Name": "Image",
      "MetaInstanceID": "8d8aec47-95c2-4462-a208-ed305c8518f5",
      "DefaultValue": {
        "Type": "Image",
        "Value": "Framefield.Core.Image"
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      "Min": "-100000",
      "Max": "100000",
      "Scale": "1",
      "ScaleType": "Linear",
      "EnumValues": []
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    {
      "Name": "Exposure",
      "MetaInstanceID": "59dbff5b-8cd7-47e5-9b90-9afcd3c40a30",
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      "Relevance": "Optional",
      "Description": "",
      "Min": "-10",
      "Max": "100",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
    },
    {
      "Name": "Overall.R",
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      "Name": "Overall.G",
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      "Min": "0",
      "Max": "1",
      "Scale": "0.01",
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      "EnumValues": []
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    {
      "Name": "Overall.A",
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      "DefaultValue": {
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      "Description": "",
      "Min": "0",
      "Max": "1",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
    },
    {
      "Name": "Saturation",
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      "DefaultValue": {
        "Type": "Float",
        "Value": "0"
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      "IsMultiInput": "False",
      "Relevance": "Optional",
      "Description": "",
      "Min": "-1",
      "Max": "1",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
    },
    {
      "Name": "ExposureSML.X",
      "MetaInstanceID": "065f9bd3-51e2-401f-8825-35893e0e3381",
      "DefaultValue": {
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        "Value": "0"
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      "Relevance": "Optional",
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      "Scale": "0.01",
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      "EnumValues": []
    },
    {
      "Name": "ExposureSML.Y",
      "MetaInstanceID": "524a12fa-ef4c-4551-bcbf-878434d57fdf",
      "DefaultValue": {
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        "Value": "0"
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      "EnumValues": []
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    {
      "Name": "ExposureSML.Z",
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      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
    },
    {
      "Name": "Shadows.R",
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        "Type": "Float",
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      "Relevance": "Optional",
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      "Max": "1",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
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    {
      "Name": "Shadows.G",
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      "ScaleType": "Linear",
      "EnumValues": []
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    {
      "Name": "Shadows.B",
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    {
      "Name": "Shadows.A",
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    {
      "Name": "Midtones.R",
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      "Name": "Midtones.G",
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      "Name": "Midtones.B",
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    },
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      "Name": "Image",
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      "Name": "AdjustColorsFunc",
      "Version": "85999f96-c385-4253-8ee4-55f93a74cd07",
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      "Script": [
        "//>>> _using",
        "using System;",
        "using System.Collections.Generic;",
        "using System.Linq;",
        "using System.Text;",
        "using SharpDX;",
        "using SharpDX.Direct3D11;",
        "using SharpDX.Windows;",
        "//<<< _using",
        "",
        "namespace Framefield.Core.ID653cec7c_6651_470b_81c7_661ee4db79c6",
        "{",
        "    public class Class_AdjustColors : FXImageFunction",
        "    {",
        "        //>>> _inputids",
        "        private enum InputId",
        "        {",
        "            Code = 0,",
        "            Image = 1,",
        "            Exposure = 2,",
        "            OverallR = 3,",
        "            OverallG = 4,",
        "            OverallB = 5,",
        "            OverallA = 6,",
        "            Saturation = 7,",
        "            ExposureSMLX = 8,",
        "            ExposureSMLY = 9,",
        "            ExposureSMLZ = 10,",
        "            ShadowsR = 11,",
        "            ShadowsG = 12,",
        "            ShadowsB = 13,",
        "            ShadowsA = 14,",
        "            MidtonesR = 15,",
        "            MidtonesG = 16,",
        "            MidtonesB = 17,",
        "            MidtonesA = 18,",
        "            LightsR = 19,",
        "            LightsG = 20,",
        "            LightsB = 21,",
        "            LightsA = 22,",
        "            SaturationSMLX = 23,",
        "            SaturationSMLY = 24,",
        "            SaturationSMLZ = 25,",
        "            ClampShadowValue = 26,",
        "            ClampShadowBias = 27,",
        "            ClampLightValue = 28,",
        "            ClampLightBias = 29,",
        "            SMLRangeLow = 30,",
        "            SMLRangeHigh = 31",
        "        }",
        "        //<<< _inputids",
        "",
        "        public override OperatorPartContext Eval(OperatorPartContext context, List<OperatorPart> inputs, int outputIdx)",
        "        {",
        "            return PrepareAndEvalOnChange(context, () =>",
        "            {",
        "                //>>> __params",
        "                var Code = inputs[(int)InputId.Code].Eval(context).Text;",
        "                var Image = inputs[(int)InputId.Image].Eval(context).Image;",
        "                var Exposure = inputs[(int)InputId.Exposure].Eval(context).Value;",
        "                var OverallR = inputs[(int)InputId.OverallR].Eval(context).Value;",
        "                var OverallG = inputs[(int)InputId.OverallG].Eval(context).Value;",
        "                var OverallB = inputs[(int)InputId.OverallB].Eval(context).Value;",
        "                var OverallA = inputs[(int)InputId.OverallA].Eval(context).Value;",
        "                var Overall = new Color4(OverallR, OverallG, OverallB, OverallA);",
        "                var Saturation = inputs[(int)InputId.Saturation].Eval(context).Value;",
        "                var ExposureSMLX = inputs[(int)InputId.ExposureSMLX].Eval(context).Value;",
        "                var ExposureSMLY = inputs[(int)InputId.ExposureSMLY].Eval(context).Value;",
        "                var ExposureSMLZ = inputs[(int)InputId.ExposureSMLZ].Eval(context).Value;",
        "                var ExposureSML = new Vector3(ExposureSMLX, ExposureSMLY, ExposureSMLZ);",
        "                var ShadowsR = inputs[(int)InputId.ShadowsR].Eval(context).Value;",
        "                var ShadowsG = inputs[(int)InputId.ShadowsG].Eval(context).Value;",
        "                var ShadowsB = inputs[(int)InputId.ShadowsB].Eval(context).Value;",
        "                var ShadowsA = inputs[(int)InputId.ShadowsA].Eval(context).Value;",
        "                var Shadows = new Color4(ShadowsR, ShadowsG, ShadowsB, ShadowsA);",
        "                var MidtonesR = inputs[(int)InputId.MidtonesR].Eval(context).Value;",
        "                var MidtonesG = inputs[(int)InputId.MidtonesG].Eval(context).Value;",
        "                var MidtonesB = inputs[(int)InputId.MidtonesB].Eval(context).Value;",
        "                var MidtonesA = inputs[(int)InputId.MidtonesA].Eval(context).Value;",
        "                var Midtones = new Color4(MidtonesR, MidtonesG, MidtonesB, MidtonesA);",
        "                var LightsR = inputs[(int)InputId.LightsR].Eval(context).Value;",
        "                var LightsG = inputs[(int)InputId.LightsG].Eval(context).Value;",
        "                var LightsB = inputs[(int)InputId.LightsB].Eval(context).Value;",
        "                var LightsA = inputs[(int)InputId.LightsA].Eval(context).Value;",
        "                var Lights = new Color4(LightsR, LightsG, LightsB, LightsA);",
        "                var SaturationSMLX = inputs[(int)InputId.SaturationSMLX].Eval(context).Value;",
        "                var SaturationSMLY = inputs[(int)InputId.SaturationSMLY].Eval(context).Value;",
        "                var SaturationSMLZ = inputs[(int)InputId.SaturationSMLZ].Eval(context).Value;",
        "                var SaturationSML = new Vector3(SaturationSMLX, SaturationSMLY, SaturationSMLZ);",
        "                var ClampShadowValue = inputs[(int)InputId.ClampShadowValue].Eval(context).Value;",
        "                var ClampShadowBias = inputs[(int)InputId.ClampShadowBias].Eval(context).Value;",
        "                var ClampShadow = new Vector2(ClampShadowValue, ClampShadowBias);",
        "                var ClampLightValue = inputs[(int)InputId.ClampLightValue].Eval(context).Value;",
        "                var ClampLightBias = inputs[(int)InputId.ClampLightBias].Eval(context).Value;",
        "                var ClampLight = new Vector2(ClampLightValue, ClampLightBias);",
        "                var SMLRangeLow = inputs[(int)InputId.SMLRangeLow].Eval(context).Value;",
        "                var SMLRangeHigh = inputs[(int)InputId.SMLRangeHigh].Eval(context).Value;",
        "                var SMLRange = new Vector2(SMLRangeLow, SMLRangeHigh);",
        "                //<<< __params",
        "                ",
        "                ",
        "    ",
        "                ClearRenderTarget(context, new SharpDX.Color4(0,0, 0, 1));",
        "",
        "                //>>> _setup",
        "                using (var ImageView = new ShaderResourceView(context.D3DDevice, Image))",
        "                {",
        "                    _effect.GetVariableByName(\"RenderTargetSize\").AsVector().Set(new Vector2(_usedViewport.Width, _usedViewport.Height));",
        "                    _effect.GetVariableByName(\"Image\").AsShaderResource().SetResource(ImageView);",
        "                    _effect.GetVariableByName(\"Exposure\").AsScalar().Set(Exposure);",
        "                    _effect.GetVariableByName(\"Overall\").AsVector().Set(new Vector4(OverallR, OverallG, OverallB, OverallA));",
        "                    _effect.GetVariableByName(\"Saturation\").AsScalar().Set(Saturation);",
        "                    _effect.GetVariableByName(\"ExposureSML\").AsVector().Set(new Vector3(ExposureSMLX, ExposureSMLY, ExposureSMLZ));",
        "                    _effect.GetVariableByName(\"Shadows\").AsVector().Set(new Vector4(ShadowsR, ShadowsG, ShadowsB, ShadowsA));",
        "                    _effect.GetVariableByName(\"Midtones\").AsVector().Set(new Vector4(MidtonesR, MidtonesG, MidtonesB, MidtonesA));",
        "                    _effect.GetVariableByName(\"Lights\").AsVector().Set(new Vector4(LightsR, LightsG, LightsB, LightsA));",
        "                    _effect.GetVariableByName(\"SaturationSML\").AsVector().Set(new Vector3(SaturationSMLX, SaturationSMLY, SaturationSMLZ));",
        "                    _effect.GetVariableByName(\"ClampShadow\").AsVector().Set(new Vector2(ClampShadowValue, ClampShadowBias));",
        "                    _effect.GetVariableByName(\"ClampLight\").AsVector().Set(new Vector2(ClampLightValue, ClampLightBias));",
        "                    _effect.GetVariableByName(\"SMLRange\").AsVector().Set(new Vector2(SMLRangeLow, SMLRangeHigh));",
        "                //<<< _setup",
        "",
        "                var prevBlendState = context.BlendState;",
        "                context.BlendState = OperatorPartContext.DefaultRenderer.DisabledBlendState;",
        "",
        "                Render(context);",
        "",
        "                context.BlendState = prevBlendState;",
        "",
        "                //>>> _cleanup",
        "                }",
        "                //<<< _cleanup",
        "            });",
        "        }",
        "",
        "    }",
        "}",
        ""
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