slang-shaders/misc/shaders/natural-vision.slang

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#version 450
/*
ShadX's Natural Vision Shader
Ported and tweaked by Hyllian - 2016
parameterized by Sp00kyFox
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
layout(push_constant) uniform push_constant
{
vec4 SourceSize;
vec4 OutputSize;
float GIN;
float GOUT;
float Y;
float I;
float Q;
} params;
#pragma parameter GIN "NaturalVision Gamma In" 2.2 0.0 10.0 0.05
#pragma parameter GOUT "NaturalVision Gamma Out" 2.2 0.0 10.0 0.05
#pragma parameter Y "NaturalVision Luminance" 1.1 0.0 10.0 0.01
#pragma parameter I "NaturalVision Orange-Cyan" 1.1 0.0 10.0 0.01
#pragma parameter Q "NaturalVision Magenta-Green" 1.1 0.0 10.0 0.01
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* VERTEX_SHADER */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
const mat3x3 RGBtoYIQ = mat3x3( 0.299, 0.587, 0.114,
0.595716, -0.274453, -0.321263,
0.211456, -0.522591, 0.311135);
const mat3x3 YIQtoRGB = mat3x3( 1, 0.95629572, 0.62102442,
1, -0.27212210, -0.64738060,
1, -1.10698902, 1.70461500);
const vec3 YIQ_lo = vec3(0, -0.595716, -0.522591);
const vec3 YIQ_hi = vec3(1, 0.595716, 0.522591);
void main()
{
vec3 c = texture(Source, vTexCoord).xyz;
c = pow(c, vec3(params.GIN));
c = c * RGBtoYIQ;
c = vec3(pow(c.x, params.Y), c.y*params.I, c.z*params.Q);
c = clamp(c, YIQ_lo, YIQ_hi);
c = c * YIQtoRGB;
c = pow(c, vec3(1.0/params.GOUT));
FragColor = vec4(c, 1.0);
}