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add accessibility_mods shader
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misc/accessibility_mods.slang
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85
misc/accessibility_mods.slang
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#version 450
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// Accessibility Mods
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// based on work by Karen Stevens for Electronic Arts
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// adapted for slang by hunterk
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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 Protanopia, Deuteranopia, Tritanopia, D_factor, D_contrast, D_brightness;
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} params;
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#pragma parameter D_factor "Accessibility Adjustment Strength" 0.5 0.0 1.0 0.05
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#pragma parameter Protanopia "Protanopia Correction Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter Deuteranopia "Deuteranopia Correction Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter Tritanopia "Tritanopia Correction Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter D_contrast "Contrast Adjustment" 0.0 0.0 1.0 0.05
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#pragma parameter D_brightness "Brightness Adjustment" 0.0 -1.0 1.0 0.05
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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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#define mul(a,b) b*a
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// RGB to LMS and back again
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// https://ssodelta.wordpress.com/tag/rgb-to-lms/
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mat3 RGBtoLMS = mat3( 17.8824, 43.5161, 4.1193,
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3.4557, 27.1554, 3.8671,
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0.02996, 0.18431, 1.4670);
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mat3 LMStoRGB = mat3( 0.0809, -0.1305, 0.1167,
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-0.0102, 0.0540, -0.1136,
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-0.0003, -0.0041, 0.6935);
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// This function draws heavily from Karen Stevens' Daltonization work, found here:
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// https://twvideo01.ubm-us.net/o1/vault/gdc2017/Presentations/Stevens_Karen_GameAccessibilityPracticalFixes.pdf
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vec3 Daltonize(vec3 input_col){
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vec3 Dalton_col = input_col;
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vec3 LMS_col = mul(input_col, RGBtoLMS);
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Dalton_col.r = mix(LMS_col.r, (2.02344 * LMS_col.g) - (2.5281 * LMS_col.b), params.Protanopia);
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Dalton_col.g = mix(LMS_col.g, (0.494207 * LMS_col.r) + (1.24827 * LMS_col.b), params.Deuteranopia);
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Dalton_col.b = mix(LMS_col.b, (-0.395913 * LMS_col.r) + (0.801109 * LMS_col.g), params.Tritanopia);
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vec3 diff_col = input_col - mul(Dalton_col, LMStoRGB);
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vec3 shift_col;
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shift_col.r = 0.0;
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shift_col.g = diff_col.g + diff_col.r;
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shift_col.b = diff_col.b + diff_col.r;
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vec3 out_col = input_col + shift_col.rgb;
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out_col = clamp(out_col, 0.0, 1.0);
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return out_col;
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}
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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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vec3 frame = texture(Source, vTexCoord).rgb;
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frame = mix(frame, (((frame - 0.5) * (1.0 + params.D_contrast * 5.)) + 0.5), params.D_factor);
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frame += params.D_brightness * params.D_factor;
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vec3 Daltonized_frame = Daltonize(frame);
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FragColor = vec4(mix(frame, Daltonized_frame, params.D_factor), 1.0);
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}
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