mirror of
https://github.com/italicsjenga/slang-shaders.git
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62 lines
2 KiB
Plaintext
62 lines
2 KiB
Plaintext
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#version 450
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/**
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* Vibrance
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*
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* Vibrance intelligently boosts the saturation of pixels so pixels that had little color get a larger boost than pixels that had a lot.
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* This avoids oversaturation of pixels that were already very saturated.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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#ifndef Vibrance_RGB_balance //for backwards compatibility with setting presets for older version.
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#define Vibrance_RGB_balance vec3(1.00, 1.00, 1.00)
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#endif
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#define Vibrance 0.5
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#define Vibrance_coeff vec3(Vibrance_RGB_balance.r * Vibrance, Vibrance_RGB_balance.g * Vibrance, Vibrance_RGB_balance.b * Vibrance)
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vec3 col = texture(Source, vTexCoord).rgb;
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vec3 lumCoeff = vec3(0.212656, 0.715158, 0.072186); //Values to calculate luma with
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float luma = dot(lumCoeff, col); //calculate luma (grey)
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float max_color = max(col.r, max(col.g,col.b)); //Find the strongest color
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float min_color = min(col.r, min(col.g,col.b)); //Find the weakest color
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float color_saturation = max_color - min_color; //The difference between the two is the saturation
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col.r = mix(luma, col.r, (1.0 + (Vibrance_coeff.r * (1.0 - (sign(Vibrance_coeff.r) * color_saturation)))));
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col.g = mix(luma, col.g, (1.0 + (Vibrance_coeff.g * (1.0 - (sign(Vibrance_coeff.g) * color_saturation)))));
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col.b = mix(luma, col.b, (1.0 + (Vibrance_coeff.b * (1.0 - (sign(Vibrance_coeff.b) * color_saturation)))));
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FragColor = vec4(col, 1.0);
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}
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