mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
86 lines
2.8 KiB
Plaintext
86 lines
2.8 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
// Accessibility Mods
|
||
|
// based on work by Karen Stevens for Electronic Arts
|
||
|
// adapted for slang by hunterk
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float Protanopia, Deuteranopia, Tritanopia, D_factor, D_contrast, D_brightness;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter D_factor "Accessibility Adjustment Strength" 0.5 0.0 1.0 0.05
|
||
|
#pragma parameter Protanopia "Protanopia Correction Toggle" 0.0 0.0 1.0 1.0
|
||
|
#pragma parameter Deuteranopia "Deuteranopia Correction Toggle" 0.0 0.0 1.0 1.0
|
||
|
#pragma parameter Tritanopia "Tritanopia Correction Toggle" 0.0 0.0 1.0 1.0
|
||
|
#pragma parameter D_contrast "Contrast Adjustment" 0.0 0.0 1.0 0.05
|
||
|
#pragma parameter D_brightness "Brightness Adjustment" 0.0 -1.0 1.0 0.05
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#define mul(a,b) b*a
|
||
|
|
||
|
// RGB to LMS and back again
|
||
|
// https://ssodelta.wordpress.com/tag/rgb-to-lms/
|
||
|
mat3 RGBtoLMS = mat3( 17.8824, 43.5161, 4.1193,
|
||
|
3.4557, 27.1554, 3.8671,
|
||
|
0.02996, 0.18431, 1.4670);
|
||
|
|
||
|
mat3 LMStoRGB = mat3( 0.0809, -0.1305, 0.1167,
|
||
|
-0.0102, 0.0540, -0.1136,
|
||
|
-0.0003, -0.0041, 0.6935);
|
||
|
|
||
|
// This function draws heavily from Karen Stevens' Daltonization work, found here:
|
||
|
// https://twvideo01.ubm-us.net/o1/vault/gdc2017/Presentations/Stevens_Karen_GameAccessibilityPracticalFixes.pdf
|
||
|
vec3 Daltonize(vec3 input_col){
|
||
|
vec3 Dalton_col = input_col;
|
||
|
vec3 LMS_col = mul(input_col, RGBtoLMS);
|
||
|
Dalton_col.r = mix(LMS_col.r, (2.02344 * LMS_col.g) - (2.5281 * LMS_col.b), params.Protanopia);
|
||
|
Dalton_col.g = mix(LMS_col.g, (0.494207 * LMS_col.r) + (1.24827 * LMS_col.b), params.Deuteranopia);
|
||
|
Dalton_col.b = mix(LMS_col.b, (-0.395913 * LMS_col.r) + (0.801109 * LMS_col.g), params.Tritanopia);
|
||
|
|
||
|
vec3 diff_col = input_col - mul(Dalton_col, LMStoRGB);
|
||
|
|
||
|
vec3 shift_col;
|
||
|
shift_col.r = 0.0;
|
||
|
shift_col.g = diff_col.g + diff_col.r;
|
||
|
shift_col.b = diff_col.b + diff_col.r;
|
||
|
|
||
|
vec3 out_col = input_col + shift_col.rgb;
|
||
|
out_col = clamp(out_col, 0.0, 1.0);
|
||
|
|
||
|
return out_col;
|
||
|
}
|
||
|
|
||
|
#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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 frame = texture(Source, vTexCoord).rgb;
|
||
|
frame = mix(frame, (((frame - 0.5) * (1.0 + params.D_contrast * 5.)) + 0.5), params.D_factor);
|
||
|
frame += params.D_brightness * params.D_factor;
|
||
|
vec3 Daltonized_frame = Daltonize(frame);
|
||
|
FragColor = vec4(mix(frame, Daltonized_frame, params.D_factor), 1.0);
|
||
|
}
|