{
  "Name": "ColorGrade",
  "_id": "dfebba7f-1160-4d74-bed5-fbf0fcfe5803",
  "Namespace": "lib.image.adjust",
  "Description": "Advanced version of adjust colors that uses a traditional Lift/Gamma/Gain approach.\r\n\r\nThis adjustment is extremely powerful and versatile. \r\n\r\nGain - color and intensity of the highlights\r\nGamma - controls the midtones\r\nLift - color and intensity of the shadows\r\n\r\nThe alpha-channels controls how strong the effect is. Lower alpha-values allow finer control.\r\n\r\nTry to add a [Waveform] operator to get some visual feedback of your corrections.\r\n",
  "Inputs": [
    {
      "Name": "Code",
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      "DefaultValue": {
        "Type": "Text",
        "Value": [
          "//>>> _common parameters\r",
          "float4x4 objectToWorldMatrix;",
          "float4x4 worldToCameraMatrix;",
          "float4x4 projMatrix;",
          "Texture2D txDiffuse;",
          "float2 RenderTargetSize;",
          "//<<< _common parameters\r",
          "\r",
          "//>>> _parameters\r",
          "Texture2D Image;",
          "float4 Gain;",
          "float4 Gamma;",
          "float4 Lift;",
          "float PreSaturate;",
          "//<<< _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",
          "float4 PS( PS_IN input ) : SV_Target\r",
          "{    \r",
          "    float4 c=Image.Sample(samNearest, input.texCoord);\r",
          "    c.rgb = clamp( c.rgb, 0.000001,1000);\r",
          "\r",
          "    // Saturation\r",
          "    float gray = (c.r *0.22 + c.g*0.707 + c.b*0.071);\r",
          "    c.rgb = lerp( float3(gray, gray,gray), c.rgb, PreSaturate); \r",
          "         \r",
          "    // Grade        \r",
          "    float3 liftScaled =   Lift * 2*Lift.a + (0.5-Lift.a);\r",
          "    float3 gammaScaled =   Gamma * 2*Gamma.a + (0.5-Gamma.a);\r",
          "    float3 gainScaled =   Gain * 2*Gain.a + (0.5-Gain.a);\r",
          "    \r",
          "    c.rgb=  pow( \r",
          "                   ( c.rgb+ (liftScaled * 2-1)*(1-c))*      // Lift\r",
          "                   ( gainScaled * 2 )  // Gain\r",
          "                   ,    \r",
          "                   1/((gammaScaled*2)));        \r",
          "    \r",
          "   \r",
          "    c.rgb = clamp(c.rgb, 0.000001,1000);\r",
          "\r",
          "    // PostSaturate (Deprecated because confusing)\r",
          "    //float gray2 = (c.r *0.22 + c.g*0.707 + c.b*0.071);\r",
          "    //c.rgb = lerp( float3(gray2, gray2,gray2), c.rgb, PostSaturate); \r",
          "    //c.rgb = clamp(c.rgb, 0.000001,1000);\r",
          "        \r",
          "    c.a = 1;\r",
          "    \r",
          "    return c;\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": []
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    {
      "Name": "Image",
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      "Relevance": "Required",
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      "Min": "0",
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      "EnumValues": []
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      "Name": "Gain.G",
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      "Min": "0",
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      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
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    {
      "Name": "Gain.B",
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      "Min": "0",
      "Max": "1",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
    },
    {
      "Name": "Gain.A",
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      "DefaultValue": {
        "Type": "Float",
        "Value": "0.5"
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      "Description": "",
      "Min": "0",
      "Max": "1",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
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    {
      "Name": "Gamma.R",
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      "DefaultValue": {
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      "Min": "0",
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      "Scale": "0.01",
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      "EnumValues": []
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    {
      "Name": "Gamma.G",
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      "EnumValues": []
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      "Name": "Gamma.B",
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      "Name": "Gamma.A",
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      "Name": "Lift.R",
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      "Name": "Lift.A",
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      "DefaultValue": {
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      "Max": "1",
      "Scale": "0.01",
      "ScaleType": "Linear",
      "EnumValues": []
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  ],
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      "Name": "Image",
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  "OperatorParts": [
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      "Name": "ColorGradeFunc",
      "Version": "bf542f2f-0844-4f14-8ab6-ae2e1a3b3208",
      "Type": "Float",
      "IsMultiInput": "True",
      "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.ID39c4cff8_5f23_4450_b9f2_7ec37875ae72",
        "{",
        "    public class Class_ColorGrade : FXImageFunction",
        "    {",
        "        //>>> _inputids",
        "        private enum InputId",
        "        {",
        "            Code = 0,",
        "            Image = 1,",
        "            GainR = 2,",
        "            GainG = 3,",
        "            GainB = 4,",
        "            GainA = 5,",
        "            GammaR = 6,",
        "            GammaG = 7,",
        "            GammaB = 8,",
        "            GammaA = 9,",
        "            LiftR = 10,",
        "            LiftG = 11,",
        "            LiftB = 12,",
        "            LiftA = 13,",
        "            PreSaturate = 14",
        "        }",
        "        //<<< _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; // Needs to be checked for null!",
        "                var GainR = inputs[(int)InputId.GainR].Eval(context).Value;",
        "                var GainG = inputs[(int)InputId.GainG].Eval(context).Value;",
        "                var GainB = inputs[(int)InputId.GainB].Eval(context).Value;",
        "                var GainA = inputs[(int)InputId.GainA].Eval(context).Value;",
        "                var Gain = new Color4(GainR, GainG, GainB, GainA);",
        "                var GammaR = inputs[(int)InputId.GammaR].Eval(context).Value;",
        "                var GammaG = inputs[(int)InputId.GammaG].Eval(context).Value;",
        "                var GammaB = inputs[(int)InputId.GammaB].Eval(context).Value;",
        "                var GammaA = inputs[(int)InputId.GammaA].Eval(context).Value;",
        "                var Gamma = new Color4(GammaR, GammaG, GammaB, GammaA);",
        "                var LiftR = inputs[(int)InputId.LiftR].Eval(context).Value;",
        "                var LiftG = inputs[(int)InputId.LiftG].Eval(context).Value;",
        "                var LiftB = inputs[(int)InputId.LiftB].Eval(context).Value;",
        "                var LiftA = inputs[(int)InputId.LiftA].Eval(context).Value;",
        "                var Lift = new Color4(LiftR, LiftG, LiftB, LiftA);",
        "                var PreSaturate = inputs[(int)InputId.PreSaturate].Eval(context).Value;",
        "                //<<< _params",
        "                ",
        "                if (Image == null)",
        "                    return;",
        "",
        "                ClearRenderTarget(context, new SharpDX.Color4(0, 0, 0, 0));",
        "",
        "                //>>> _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(\"Gain\").AsVector().Set(new Vector4(GainR, GainG, GainB, GainA));",
        "                    _effect.GetVariableByName(\"Gamma\").AsVector().Set(new Vector4(GammaR, GammaG, GammaB, GammaA));",
        "                    _effect.GetVariableByName(\"Lift\").AsVector().Set(new Vector4(LiftR, LiftG, LiftB, LiftA));",
        "                    _effect.GetVariableByName(\"PreSaturate\").AsScalar().Set(PreSaturate);",
        "                //<<< _setup",
        "",
        "                var prevBlendState = context.BlendState;",
        "                context.BlendState = OperatorPartContext.DefaultRenderer.DisabledBlendState;",
        "",
        "                Render(context);",
        "",
        "                context.BlendState = prevBlendState;",
        "",
        "                //>>> _cleanup",
        "                }",
        "                //<<< _cleanup",
        "            });",
        "        }",
        "",
        "    }",
        "}",
        ""
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