add white_point and update color-mangler

This commit is contained in:
hunterk 2019-05-02 13:20:07 -05:00
parent ade1215110
commit b340d6cee3
2 changed files with 107 additions and 9 deletions

View file

@ -2,8 +2,9 @@
layout(push_constant) uniform Push
{
float display_gamma;
float target_gamma;
float gamma_boost_r;
float gamma_boost_g;
float gamma_boost_b;
float sat;
float lum;
float cntrst;
@ -34,8 +35,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
Author: hunterk
License: Public domain
*/
#pragma parameter display_gamma "Display Gamma" 2.2 0.0 10.0 0.1
#pragma parameter target_gamma "Target Gamma" 2.2 0.0 10.0 0.1
#pragma parameter gamma_boost_r "Gamma Mod Red Channel" 0.0 -5.0 5.0 0.1
#pragma parameter gamma_boost_g "Gamma Mod Green Channel" 0.0 -5.0 5.0 0.1
#pragma parameter gamma_boost_b "Gamma Mod Blue Channel" 0.0 -5.0 5.0 0.1
#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.01
#pragma parameter lum "Luminance" 1.0 0.0 5.0 0.01
#pragma parameter cntrst "Contrast" 1.0 0.0 2.0 0.01
@ -70,7 +72,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
vec4 screen = pow(texture(Source, vTexCoord), vec4(2.2)).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - params.cntrst));
@ -80,12 +82,13 @@ mat4 color = mat4(params.r, params.rg, params.rb, 0.0, //red channel
params.br, params.bg, params.b, 0.0, //blue channel
params.blr, params.blg, params.blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
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,
(1.0 - params.sat) * 0.6094, (1.0 - params.sat) * 0.6094 + params.sat, (1.0 - params.sat) * 0.6094, 1.0,
(1.0 - params.sat) * 0.0820, (1.0 - params.sat) * 0.0820, (1.0 - params.sat) * 0.0820 + params.sat, 1.0,
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,
(1.0 - params.sat) * 0.7152, (1.0 - params.sat) * 0.7152 + params.sat, (1.0 - params.sat) * 0.7152, 1.0,
(1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722 + params.sat, 1.0,
0.0, 0.0, 0.0, 1.0);
color *= adjust;
screen = clamp(screen * params.lum, 0.0, 1.0);
screen = color * screen;
FragColor = pow(screen, vec4(1.0 / params.display_gamma));
vec3 out_gamma = vec3(1.) / (vec3(2.2) - vec3(params.gamma_boost_r, params.gamma_boost_g, params.gamma_boost_b));
FragColor = pow(screen, vec4(out_gamma, 1.0));
}

95
misc/white_point.slang Normal file
View file

@ -0,0 +1,95 @@
#version 450
// white point adjustment
// by hunterk
// based on blog post by Tanner Helland
// http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float temperature;
float luma_preserve;
float wp_red;
float wp_green;
float wp_blue;
} params;
#pragma parameter temperature "White Point" 6500.0 0.0 12000.0 100.0
#pragma parameter luma_preserve "Preserve Luminance" 1.0 0.0 1.0 1.0
#pragma parameter wp_red "Red Shift" 0.0 -1.0 1.0 0.01
#pragma parameter wp_green "Green Shift" 0.0 -1.0 1.0 0.01
#pragma parameter wp_blue "Blue Shift" 0.0 -1.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
// white point adjustment
// based on blog post by Tanner Helland
// http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
vec3 wp_adjust(vec3 color){
const float target_white_point = 9300.0;
const mat3 RGBtoYIQ = mat3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114);
const mat3 YIQtoRGB = mat3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
float temp = params.temperature / 100.0;
// all calculations assume a scale of 255. We'll normalize this at the end
vec3 wp = vec3(255.);
// calculate RED
wp.r = (temp <= 66.) ? 255. : 329.698727446 * pow((temp - 60.), -0.1332047592);
// calculate GREEN
wp.g = (temp <= 66.) ? 99.4708025861 * log(temp) - 161.1195681661 : 288.1221695283 * pow((temp - 60.), -0.0755148492);
// calculate BLUE
wp.b = (temp >= 66.) ? 255. : (temp <= 19.) ? 0. : 138.5177312231 * log(temp - 10.) - 305.0447927307;
// clamp and normalize
wp.rgb = clamp(wp.rgb, vec3(0.), vec3(255.)) / vec3(255.);
// this is dumb, but various cores don't always show white as white. Use this to make white white...
wp.rgb += vec3(params.wp_red, params.wp_green, params.wp_blue);
// apply transformation
vec3 adjusted = (color * wp);
vec3 base_luma = color * RGBtoYIQ;
vec3 adjusted_luma = adjusted * RGBtoYIQ;
adjusted = (params.luma_preserve > 0.5) ? adjusted_luma + (vec3(base_luma.r,0.,0.) - vec3(adjusted_luma.r,0.,0.)) : adjusted_luma;
return adjusted * YIQtoRGB;
}
void main()
{
FragColor = vec4(wp_adjust(texture(Source, vTexCoord).rgb), 1.0);
}