QuadTone like in Sapphire

Hello everybody !

Is there any solution to make quadtone images ?
I see the Matchbox crok_2color.glsl or Duotone.mx but not quadtone.


Here is the GLSL 2 Color matchbox :

uniform sampler2D source;
uniform float Amount, Exposure;
uniform float dark_low, dark_high, light_low, light_high;
uniform float adsk_result_w, adsk_result_h;
uniform float brightness, contrast, saturation;
uniform vec3 light_tint, dark_tint;

vec2 resolution = vec2(adsk_result_w, adsk_result_h);
const vec3 lumc = vec3(0.2125, 0.7154, 0.0721);




void main(void)
{
	vec2 uv = gl_FragCoord.xy / resolution.xy;
	
	vec3 original = texture2D(source, uv).rgb;
	vec3 col = original;

	float bri = (col.x+col.y+col.z)/3.0;
	float v = smoothstep(dark_low, dark_high, bri);
	col = mix(dark_tint * bri, col, v);
	
	v = smoothstep(light_low, light_high, bri);
	col = mix(col, min(light_tint * col, 1.0), v);
	col = mix(original, col, Amount);
	
	vec3 avg_lum = vec3(0.5, 0.5, 0.5);
	vec3 intensity = vec3(dot(col.rgb, lumc));
	vec3 sat_color = mix(intensity, col.rgb, saturation);
	vec3 con_color = mix(avg_lum, sat_color, contrast);
	vec3 fin_col = con_color - 1.0 + brightness;
	
	
	gl_FragColor = vec4(fin_col, 1.0) * Exposure;
}

Maybe it’s not too complicated to do it with 4 colors…
If anyone has a tip to reproduce it in Flame :slight_smile:

Thank you

Shiver

Is it not the same as doing a uv map using your quad gradient as your color input and the luminance of the image as the uv?

4 Likes

@milanesa The gradient version works really well! Nice solve on that. With the gradient it becomes a little difficult to soften the keys like you can in the spark, hence my post above as an alternative. Depends on how much you want to mess about.

Hello Milanesa,

It’s a good trick ! Thank you.

Hello Johnt,
I tried as you did to do Keys to separate whites, HL, middle tones, shadows and blacks without any good results.
I just want to normalize color ramp on an image like i had to do with some clips for a job.