diff --git a/misc/image-adjustment.slang b/misc/image-adjustment.slang index fe6a138..dbcdbe5 100644 --- a/misc/image-adjustment.slang +++ b/misc/image-adjustment.slang @@ -34,10 +34,10 @@ layout(std140, set = 0, binding = 0) uniform UBO #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 #pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.1 -#pragma parameter contrast "Contrast" 1.0 0.0 7.5 0.1 +#pragma parameter contrast "Contrast" 1.0 0.0 10.0 0.05 #pragma parameter luminance "Luminance" 1.0 0.0 2.0 0.1 #pragma parameter black_level "Black Level" 0.00 -0.30 0.30 0.01 -#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.1 +#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.05 #pragma parameter R "Red Channel" 1.0 0.0 2.0 0.05 #pragma parameter G "Green Channel" 1.0 0.0 2.0 0.05 #pragma parameter B "Blue Channel" 1.0 0.0 2.0 0.05 @@ -53,6 +53,8 @@ layout(std140, set = 0, binding = 0) uniform UBO // Author: hunterk // License: Public domain +#include "colorspace-tools.h" + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; @@ -71,32 +73,32 @@ layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -vec3 grayscale(vec3 col) -{ - // ATSC grayscale standard - return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722))); -} - void main() { vec3 res = texture(Source, vTexCoord).rgb; // sample the texture - vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // setup ratio of display's gamma vs desired gamma - vec3 AvgLumin = vec3(0.5, 0.5, 0.5); - vec3 intensity = grayscale(res); // find luminance - vec3 satColor = mix(intensity, res, registers.saturation); // apply saturation - vec3 conColor = mix(AvgLumin, satColor, registers.contrast); // apply contrast + vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma + +//saturation and luminance + vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0); + +//contrast and brightness + vec3 conColor = clamp((satColor - 0.5) * registers.contrast + 0.5 + registers.bright_boost, 0.0, 1.0); + + conColor -= vec3(registers.black_level); // apply black level + conColor *= (vec3(1.0) / vec3(1.0-registers.black_level)); conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction - conColor = clamp(conColor * registers.luminance, 0.0, 1.0); // apply luminance - conColor += vec3(registers.bright_boost); // apply brightboost conColor *= vec3(registers.R, registers.G, registers.B); + +//overscan mask if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK)) -conColor = conColor; + conColor = conColor; else -conColor = vec3(0.0); + conColor = vec3(0.0); if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK)) -conColor = conColor; + conColor = conColor; else -conColor = vec3(0.0); + conColor = vec3(0.0); + FragColor = vec4(conColor, 1.0); -} \ No newline at end of file +}