slang-shaders/misc/shaders/ss-gamma-ramp.slang

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#version 450
// Super Sleuth Gamma Ramp
// based on Overload's ramp as implemented in bsnes v073
// ported by hunterk
// license: GPLv2
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float mixer;
} params;
#pragma parameter mixer "Gamma Boost (%)" 150.0 100.0 200.0 1.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
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;
// Overload's gamma ramp from Super Sleuth
// Apparently not really based on anything but it looks nice
const uint gammaRamp[32] = {
0x00, 0x01, 0x03, 0x06, 0x0a, 0x0f, 0x15, 0x1c,
0x24, 0x2d, 0x37, 0x42, 0x4e, 0x5b, 0x69, 0x78,
0x88, 0x90, 0x98, 0xa0, 0xa8, 0xb0, 0xb8, 0xc0,
0xc8, 0xd0, 0xd8, 0xe0, 0xe8, 0xf0, 0xf8, 0xff,
};
#define conv(f) ((f >= 1.0) ? 255 : (f <= 0.0 ? 0 : int(floor(f * 256.0))))
void main()
{
vec4 img = texture(Source, vTexCoord);
// convert standard vec4 to uint color values
uvec4 int_img = uvec4(conv(img.r), conv(img.g), conv(img.b), conv(img.a));
uint r = (int_img.r) & 0xff;
uint g = (int_img.g) & 0xff;
uint b = (int_img.b) & 0xff;
// apply the ramp
uint R = gammaRamp[r >> 3];
uint G = gammaRamp[g >> 3];
uint B = gammaRamp[b >> 3];
uvec3 output_i = uvec3(R, G, B);
vec3 output_f = vec3(output_i) * vec3(1./255.);
// mix between corrected and uncorrected output
FragColor.rgb = mix(img.rgb, output_f, (params.mixer / 100.0) - 1.0);
}