add grain and sharpen

This commit is contained in:
hizzlekizzle 2016-11-23 12:10:29 -06:00 committed by GitHub
parent e0e615844b
commit 42bce5d24c

View file

@ -3,6 +3,7 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
uint FrameCount;
float target_gamma;
float monitor_gamma;
float overscan_percent_x;
@ -22,6 +23,8 @@ layout(push_constant) uniform Push
float BOTMASK;
float LMASK;
float RMASK;
float GRAIN_STR;
float SHARPEN;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
@ -29,7 +32,7 @@ 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 target_gamma "Target Gamma" 2.2 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
@ -48,6 +51,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
#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
#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
// Image Adjustment
// Author: hunterk
@ -55,6 +60,25 @@ layout(std140, set = 0, binding = 0) uniform UBO
#include "colorspace-tools.h"
//https://www.shadertoy.com/view/4sXSWs strength= 16.0
vec3 filmGrain(vec2 uv, float strength ){
float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(vec2(registers.FrameCount, registers.FrameCount).x, 800.0) + 10.0) * 10.0);
return vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength;
}
// based on "Improved texture interpolation" by Iñigo Quílez
// Original description: http://www.iquilezles.org/www/articles/texture/texture.htm
vec3 sharp(sampler2D tex, vec2 texCoord){
vec2 p = texCoord.xy;
p = p * registers.SourceSize.xy + vec2(0.5, 0.5);
vec2 i = floor(p);
vec2 f = p - i;
f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
p = i + f;
p = (p - vec2(0.5, 0.5)) * registers.SourceSize.zw;
return texture(tex, p);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
@ -75,7 +99,9 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 film_grain = filmGrain(vTexCoord, registers.GRAIN_STR);
vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
res = mix(res, sharp(Source, vTexCoord), registers.SHARPEN) + film_grain; // add film grain and sharpness
vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma
//saturation and luminance