slang-shaders/misc/image-adjustment.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
float target_gamma;
float monitor_gamma;
float overscan_percent_x;
float overscan_percent_y;
float saturation;
float contrast;
float luminance;
float black_level;
float bright_boost;
float R;
float G;
float B;
float ZOOM;
float XPOS;
float YPOS;
float TOPMASK;
float BOTMASK;
float LMASK;
float RMASK;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter target_gamma "Target Gamma" 2.4 0.1 5.0 0.1
#pragma parameter monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1
#pragma parameter overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
#pragma parameter overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.1
#pragma parameter contrast "Contrast" 1.0 0.0 7.5 0.1
#pragma parameter luminance "Luminance" 1.0 0.0 2.0 0.1
#pragma parameter black_level "Black Level" 0.00 -0.30 0.30 0.01
#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.1
#pragma parameter R "Red Channel" 1.0 0.0 2.0 0.05
#pragma parameter G "Green Channel" 1.0 0.0 2.0 0.05
#pragma parameter B "Blue Channel" 1.0 0.0 2.0 0.05
#pragma parameter ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01
#pragma parameter XPOS "X Modifier" 0.0 -2.0 2.0 0.005
#pragma parameter YPOS "Y Modifier" 0.0 -2.0 2.0 0.005
#pragma parameter TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025
#pragma parameter BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025
#pragma parameter LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025
#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
// Image Adjustment
// Author: hunterk
// License: Public domain
#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;
vec2 shift = vec2(0.5);
vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift;
vTexCoord = overscan_coord + vec2(registers.XPOS, registers.YPOS);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 grayscale(vec3 col)
{
// ATSC grayscale standard
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
}
void main()
{
vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // setup ratio of display's gamma vs desired gamma
vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
vec3 intensity = grayscale(res); // find luminance
vec3 satColor = mix(intensity, res, registers.saturation); // apply saturation
vec3 conColor = mix(AvgLumin, satColor, registers.contrast); // apply contrast
conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
conColor = clamp(conColor * registers.luminance, 0.0, 1.0); // apply luminance
conColor += vec3(registers.bright_boost); // apply brightboost
conColor *= vec3(registers.R, registers.G, registers.B);
if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK))
conColor = conColor;
else
conColor = vec3(0.0);
if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK))
conColor = conColor;
else
conColor = vec3(0.0);
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FragColor = vec4(conColor, 1.0);
}