mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
105 lines
3.6 KiB
Plaintext
105 lines
3.6 KiB
Plaintext
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#version 450
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// Chroma / YIQ
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// by torridgristle
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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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float BrightenLevel;
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float BrightenAmount;
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float ContrastAmount;
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float ChromaLevel;
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float IAmount;
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float QAmount;
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float ITilt;
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float QTilt;
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float ITiltHigh;
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float QTiltHigh;
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float ITiltMid;
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float QTiltMid;
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float ITiltLow;
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float QTiltLow;
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float LumBoost;
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} params;
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#pragma parameter BrightenLevel "Brighten Level" 2.0 1.0 10.0 1.0
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#pragma parameter BrightenAmount "Brighten Amount" 0.0 0.0 1.0 0.1
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#pragma parameter ContrastAmount "Contrast Amount" 0.0 0.0 1.0 0.1
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#pragma parameter ChromaLevel "Chroma Level" 2.0 1.0 10.0 1.0
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#pragma parameter IAmount "I Amount" 0.0 0.0 1.0 0.1
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#pragma parameter QAmount "Q Amount" 0.0 0.0 1.0 0.1
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#pragma parameter ITilt "I Tilt" 0.5 0.4 0.6 0.01
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#pragma parameter QTilt "Q Tilt" 0.5 0.4 0.6 0.01
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#pragma parameter ITiltHigh "I Tilt High" 0.5 0.4 0.6 0.01
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#pragma parameter QTiltHigh "Q Tilt High" 0.5 0.4 0.6 0.01
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#pragma parameter ITiltMid "I Tilt Mid" 0.5 0.4 0.6 0.01
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#pragma parameter QTiltMid "Q Tilt Mid" 0.5 0.4 0.6 0.01
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#pragma parameter ITiltLow "I Tilt Low" 0.5 0.4 0.6 0.01
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#pragma parameter QTiltLow "Q Tilt Low" 0.5 0.4 0.6 0.01
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#pragma parameter LumBoost "Luma Boost" 0.0 0.0 1.0 0.1
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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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#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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vec3 Chroma(vec3 Photo, float Level) {
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Photo *= RGB_to_YIQ;
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float I_Tilt = ((params.ITilt - 0.5) * 2);
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float Q_Tilt = ((params.QTilt - 0.5) * 2);
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float LumHigh = max(Photo.x-0.5,0.0)*2.0;
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float LumMid = 1-abs(Photo.x-0.5)*2.0;
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float LumLow = max((1-Photo.x)-0.5,0.0)*2.0;
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float I_TiltHigh = ((params.ITiltHigh - 0.5) * 2) * LumHigh;
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float Q_TiltHigh = ((params.QTiltHigh - 0.5) * 2) * LumHigh;
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float I_TiltMid = ((params.ITiltMid - 0.5) * 2) * LumMid;
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float Q_TiltMid = ((params.QTiltMid - 0.5) * 2) * LumMid;
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float I_TiltLow = ((params.ITiltLow - 0.5) * 2) * LumLow;
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float Q_TiltLow = ((params.QTiltLow - 0.5) * 2) * LumLow;
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Photo.yz = mix(Photo.yz,(1.0-pow(1.0-abs(Photo.yz),vec2(Level)))*sign(Photo.yz),vec2(params.IAmount,params.QAmount));
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Photo.y = Photo.y * (1-abs(I_Tilt)) + I_Tilt;
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Photo.z = Photo.z * (1-abs(Q_Tilt)) + Q_Tilt;
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Photo.y = Photo.y * (1-abs(I_TiltHigh)) + I_TiltHigh;
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Photo.z = Photo.z * (1-abs(Q_TiltHigh)) + Q_TiltHigh;
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Photo.y = Photo.y * (1-abs(I_TiltMid)) + I_TiltMid;
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Photo.z = Photo.z * (1-abs(Q_TiltMid)) + Q_TiltMid;
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Photo.y = Photo.y * (1-abs(I_TiltLow)) + I_TiltLow;
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Photo.z = Photo.z * (1-abs(Q_TiltLow)) + Q_TiltLow;
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Photo.x = mix(Photo.x,1-pow(1-Photo.x,2.0),params.LumBoost);
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Photo *= YIQ_to_RGB;
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Photo = clamp(Photo,0.0,1.0);
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Photo = mix(Photo,1.0-pow(1.0-Photo,vec3(params.BrightenLevel)),params.BrightenAmount);
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Photo = mix(Photo,Photo * Photo * (3 - 2 * Photo),params.ContrastAmount);
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return Photo;
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}
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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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FragColor = vec4(Chroma(Picture,params.ChromaLevel),1.0);
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}
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