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https://github.com/italicsjenga/slang-shaders.git
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add white_point and update color-mangler
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ade1215110
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@ -2,8 +2,9 @@
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layout(push_constant) uniform Push
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{
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float display_gamma;
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float target_gamma;
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float gamma_boost_r;
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float gamma_boost_g;
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float gamma_boost_b;
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float sat;
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float lum;
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float cntrst;
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@ -34,8 +35,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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Author: hunterk
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License: Public domain
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*/
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#pragma parameter display_gamma "Display Gamma" 2.2 0.0 10.0 0.1
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#pragma parameter target_gamma "Target Gamma" 2.2 0.0 10.0 0.1
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#pragma parameter gamma_boost_r "Gamma Mod Red Channel" 0.0 -5.0 5.0 0.1
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#pragma parameter gamma_boost_g "Gamma Mod Green Channel" 0.0 -5.0 5.0 0.1
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#pragma parameter gamma_boost_b "Gamma Mod Blue Channel" 0.0 -5.0 5.0 0.1
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#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.01
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#pragma parameter lum "Luminance" 1.0 0.0 5.0 0.01
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#pragma parameter cntrst "Contrast" 1.0 0.0 2.0 0.01
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@ -70,7 +72,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
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vec4 screen = pow(texture(Source, vTexCoord), vec4(2.2)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - params.cntrst));
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@ -80,12 +82,13 @@ mat4 color = mat4(params.r, params.rg, params.rb, 0.0, //red channel
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params.br, params.bg, params.b, 0.0, //blue channel
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params.blr, params.blg, params.blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
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mat4 adjust = mat4((1.0 - params.sat) * 0.3086 + params.sat, (1.0 - params.sat) * 0.3086, (1.0 - params.sat) * 0.3086, 1.0,
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(1.0 - params.sat) * 0.6094, (1.0 - params.sat) * 0.6094 + params.sat, (1.0 - params.sat) * 0.6094, 1.0,
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(1.0 - params.sat) * 0.0820, (1.0 - params.sat) * 0.0820, (1.0 - params.sat) * 0.0820 + params.sat, 1.0,
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mat4 adjust = mat4((1.0 - params.sat) * 0.2126 + params.sat, (1.0 - params.sat) * 0.2126, (1.0 - params.sat) * 0.2126, 1.0,
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(1.0 - params.sat) * 0.7152, (1.0 - params.sat) * 0.7152 + params.sat, (1.0 - params.sat) * 0.7152, 1.0,
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(1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722 + params.sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * params.lum, 0.0, 1.0);
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / params.display_gamma));
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vec3 out_gamma = vec3(1.) / (vec3(2.2) - vec3(params.gamma_boost_r, params.gamma_boost_g, params.gamma_boost_b));
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FragColor = pow(screen, vec4(out_gamma, 1.0));
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}
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95
misc/white_point.slang
Normal file
95
misc/white_point.slang
Normal file
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@ -0,0 +1,95 @@
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#version 450
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// white point adjustment
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// by hunterk
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// based on blog post by Tanner Helland
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// http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
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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 temperature;
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float luma_preserve;
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float wp_red;
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float wp_green;
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float wp_blue;
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} params;
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#pragma parameter temperature "White Point" 6500.0 0.0 12000.0 100.0
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#pragma parameter luma_preserve "Preserve Luminance" 1.0 0.0 1.0 1.0
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#pragma parameter wp_red "Red Shift" 0.0 -1.0 1.0 0.01
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#pragma parameter wp_green "Green Shift" 0.0 -1.0 1.0 0.01
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#pragma parameter wp_blue "Blue Shift" 0.0 -1.0 1.0 0.01
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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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// white point adjustment
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// based on blog post by Tanner Helland
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// http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
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vec3 wp_adjust(vec3 color){
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const float target_white_point = 9300.0;
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const mat3 RGBtoYIQ = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114);
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const mat3 YIQtoRGB = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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float temp = params.temperature / 100.0;
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// all calculations assume a scale of 255. We'll normalize this at the end
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vec3 wp = vec3(255.);
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// calculate RED
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wp.r = (temp <= 66.) ? 255. : 329.698727446 * pow((temp - 60.), -0.1332047592);
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// calculate GREEN
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wp.g = (temp <= 66.) ? 99.4708025861 * log(temp) - 161.1195681661 : 288.1221695283 * pow((temp - 60.), -0.0755148492);
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// calculate BLUE
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wp.b = (temp >= 66.) ? 255. : (temp <= 19.) ? 0. : 138.5177312231 * log(temp - 10.) - 305.0447927307;
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// clamp and normalize
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wp.rgb = clamp(wp.rgb, vec3(0.), vec3(255.)) / vec3(255.);
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// this is dumb, but various cores don't always show white as white. Use this to make white white...
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wp.rgb += vec3(params.wp_red, params.wp_green, params.wp_blue);
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// apply transformation
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vec3 adjusted = (color * wp);
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vec3 base_luma = color * RGBtoYIQ;
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vec3 adjusted_luma = adjusted * RGBtoYIQ;
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adjusted = (params.luma_preserve > 0.5) ? adjusted_luma + (vec3(base_luma.r,0.,0.) - vec3(adjusted_luma.r,0.,0.)) : adjusted_luma;
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return adjusted * YIQtoRGB;
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}
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void main()
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{
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FragColor = vec4(wp_adjust(texture(Source, vTexCoord).rgb), 1.0);
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}
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