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https://github.com/italicsjenga/slang-shaders.git
synced 2025-02-23 18:17:44 +11:00
add grain and sharpen
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1 changed files with 27 additions and 1 deletions
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@ -3,6 +3,7 @@
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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uint FrameCount;
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float target_gamma;
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float monitor_gamma;
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float overscan_percent_x;
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@ -22,6 +23,8 @@ layout(push_constant) uniform Push
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float BOTMASK;
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float LMASK;
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float RMASK;
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float GRAIN_STR;
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float SHARPEN;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -29,7 +32,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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mat4 MVP;
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} global;
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#pragma parameter target_gamma "Target Gamma" 2.4 0.1 5.0 0.1
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#pragma parameter target_gamma "Target Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
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@ -48,6 +51,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025
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#pragma parameter LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025
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#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
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#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
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#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
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// Image Adjustment
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// Author: hunterk
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@ -55,6 +60,25 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#include "colorspace-tools.h"
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//https://www.shadertoy.com/view/4sXSWs strength= 16.0
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vec3 filmGrain(vec2 uv, float strength ){
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float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(vec2(registers.FrameCount, registers.FrameCount).x, 800.0) + 10.0) * 10.0);
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return vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength;
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}
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// based on "Improved texture interpolation" by Iñigo Quílez
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// Original description: http://www.iquilezles.org/www/articles/texture/texture.htm
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vec3 sharp(sampler2D tex, vec2 texCoord){
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vec2 p = texCoord.xy;
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p = p * registers.SourceSize.xy + vec2(0.5, 0.5);
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vec2 i = floor(p);
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vec2 f = p - i;
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f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
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p = i + f;
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p = (p - vec2(0.5, 0.5)) * registers.SourceSize.zw;
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return texture(tex, p);
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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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@ -75,7 +99,9 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 film_grain = filmGrain(vTexCoord, registers.GRAIN_STR);
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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res = mix(res, sharp(Source, vTexCoord), registers.SHARPEN) + film_grain; // add film grain and sharpness
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vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma
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//saturation and luminance
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