overhaul image-adjustment

This commit is contained in:
hizzlekizzle 2016-11-11 10:29:45 -06:00 committed by GitHub
parent b421752001
commit e0e615844b

View file

@ -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_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 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 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 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 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 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 G "Green Channel" 1.0 0.0 2.0 0.05
#pragma parameter B "Blue 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 // Author: hunterk
// License: Public domain // License: Public domain
#include "colorspace-tools.h"
#pragma stage vertex #pragma stage vertex
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
@ -71,32 +73,32 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; 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() void main()
{ {
vec3 res = texture(Source, vTexCoord).rgb; // sample the texture 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 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma
vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
vec3 intensity = grayscale(res); // find luminance //saturation and luminance
vec3 satColor = mix(intensity, res, registers.saturation); // apply saturation vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0);
vec3 conColor = mix(AvgLumin, satColor, registers.contrast); // apply contrast
//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 = 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); conColor *= vec3(registers.R, registers.G, registers.B);
//overscan mask
if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK)) if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK))
conColor = conColor; conColor = conColor;
else else
conColor = vec3(0.0); conColor = vec3(0.0);
if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK)) if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK))
conColor = conColor; conColor = conColor;
else else
conColor = vec3(0.0); conColor = vec3(0.0);
FragColor = vec4(conColor, 1.0); FragColor = vec4(conColor, 1.0);
} }