diff --git a/misc/natural-vision.slang b/misc/natural-vision.slang new file mode 100644 index 0000000..c5836e8 --- /dev/null +++ b/misc/natural-vision.slang @@ -0,0 +1,74 @@ +#version 450 + +/* + ShadX's Natural Vision Shader + + Ported and tweaked by Hyllian - 2016 + parameterized by Sp00kyFox + +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +layout(push_constant) uniform push_constant +{ + vec4 SourceSize; + vec4 OutputSize; + float GIN; + float GOUT; + float Y; + float I; + float Q; +} params; + +#pragma parameter GIN "NaturalVision Gamma In" 2.2 0.0 10.0 0.05 +#pragma parameter GOUT "NaturalVision Gamma Out" 2.2 0.0 10.0 0.05 +#pragma parameter Y "NaturalVision Luminance" 1.1 0.0 10.0 0.01 +#pragma parameter I "NaturalVision Orange-Cyan" 1.1 0.0 10.0 0.01 +#pragma parameter Q "NaturalVision Magenta-Green" 1.1 0.0 10.0 0.01 + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +/* VERTEX_SHADER */ +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; + +const mat3x3 RGBtoYIQ = mat3x3( 0.299, 0.587, 0.114, + 0.595716, -0.274453, -0.321263, + 0.211456, -0.522591, 0.311135); + +const mat3x3 YIQtoRGB = mat3x3( 1, 0.95629572, 0.62102442, + 1, -0.27212210, -0.64738060, + 1, -1.10698902, 1.70461500); + +const vec3 YIQ_lo = vec3(0, -0.595716, -0.522591); +const vec3 YIQ_hi = vec3(1, 0.595716, 0.522591); + + +void main() +{ + vec3 c = texture(Source, vTexCoord).xyz; + + c = pow(c, vec3(params.GIN)); + c = c * RGBtoYIQ; + c = vec3(pow(c.x, params.Y), c.y*params.I, c.z*params.Q); + c = clamp(c, YIQ_lo, YIQ_hi); + c = c * YIQtoRGB; + c = pow(c, vec3(1.0/params.GOUT)); + + FragColor = vec4(c, 1.0); +}