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https://github.com/italicsjenga/slang-shaders.git
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overhaul image-adjustment
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@ -34,10 +34,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.1
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#pragma parameter contrast "Contrast" 1.0 0.0 7.5 0.1
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#pragma parameter contrast "Contrast" 1.0 0.0 10.0 0.05
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#pragma parameter luminance "Luminance" 1.0 0.0 2.0 0.1
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#pragma parameter black_level "Black Level" 0.00 -0.30 0.30 0.01
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#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.1
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#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.05
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#pragma parameter R "Red Channel" 1.0 0.0 2.0 0.05
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#pragma parameter G "Green Channel" 1.0 0.0 2.0 0.05
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#pragma parameter B "Blue Channel" 1.0 0.0 2.0 0.05
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@ -53,6 +53,8 @@ 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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#include "colorspace-tools.h"
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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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@ -71,24 +73,23 @@ 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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vec3 grayscale(vec3 col)
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{
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// ATSC grayscale standard
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return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
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}
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void main()
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{
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma
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vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
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vec3 intensity = grayscale(res); // find luminance
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vec3 satColor = mix(intensity, res, registers.saturation); // apply saturation
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vec3 conColor = mix(AvgLumin, satColor, registers.contrast); // apply contrast
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//saturation and luminance
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vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0);
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//contrast and brightness
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vec3 conColor = clamp((satColor - 0.5) * registers.contrast + 0.5 + registers.bright_boost, 0.0, 1.0);
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conColor -= vec3(registers.black_level); // apply black level
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conColor *= (vec3(1.0) / vec3(1.0-registers.black_level));
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conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
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conColor = clamp(conColor * registers.luminance, 0.0, 1.0); // apply luminance
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conColor += vec3(registers.bright_boost); // apply brightboost
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conColor *= vec3(registers.R, registers.G, registers.B);
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//overscan mask
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if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK))
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conColor = conColor;
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else
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@ -98,5 +99,6 @@ if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK))
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conColor = conColor;
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else
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conColor = vec3(0.0);
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FragColor = vec4(conColor, 1.0);
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}
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