From eeab08c3d80db01b3bb85226043ea29cd9cbf719 Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 2 Aug 2016 13:27:42 -0500 Subject: [PATCH] update image-adjustment with parameters --- misc/image-adjustment.slang | 84 ++++++++++++++++++++++++------------- 1 file changed, 54 insertions(+), 30 deletions(-) diff --git a/misc/image-adjustment.slang b/misc/image-adjustment.slang index 703f3b3..fe6a138 100644 --- a/misc/image-adjustment.slang +++ b/misc/image-adjustment.slang @@ -1,29 +1,53 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 SourceSize; + float target_gamma; + float monitor_gamma; + float overscan_percent_x; + float overscan_percent_y; + float saturation; + float contrast; + float luminance; + float black_level; + float bright_boost; + float R; + float G; + float B; + float ZOOM; + float XPOS; + float YPOS; + float TOPMASK; + float BOTMASK; + float LMASK; + float RMASK; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; } global; -#define overscan_percent_x 0.0 // crop width of image by X%; default is 0.0 -#define overscan_percent_y 0.0 // crop height of image by X%; default is 0.0 -#define saturation 1.0 // color saturation; default 1.0 -#define monitor_gamma 2.2 // gamma setting of your current display; LCD monitors typically have a gamma of 2.2 -#define target_gamma 2.4 // the gamma you want the image to have; CRT TVs typically have a gamma of 2.4 -#define contrast 1.0 // image contrast; default 1.0 -#define luminance 1.0 // image luminance; default 1.0 -#define bright_boost 0.0 // adds to the total brightness. Negative values decrease it; Use values between 1.0 (totally white) and -1.0 (totally black); default is 0.0 -#define R 1.0 -#define G 1.0 -#define B 1.0 -#define ZOOM 1.0 -#define XPOS 0.0 -#define YPOS 0.0 -#define V_OSMASK 0.0 -#define H_OSMASK 0.0 +#pragma parameter target_gamma "Target Gamma" 2.4 0.1 5.0 0.1 +#pragma parameter monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1 +#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 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 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 +#pragma parameter ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01 +#pragma parameter XPOS "X Modifier" 0.0 -2.0 2.0 0.005 +#pragma parameter YPOS "Y Modifier" 0.0 -2.0 2.0 0.005 +#pragma parameter TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025 +#pragma parameter BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025 +#pragma parameter LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025 +#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025 // Image Adjustment // Author: hunterk @@ -37,9 +61,9 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vec2 shift = 0.5 * global.SourceSize.zw / global.SourceSize.xy; - vec2 overscan_coord = ((TexCoord - shift) / ZOOM) * (1.0 - vec2(overscan_percent_x / 100.0, overscan_percent_y / 100.0)) + shift; - vTexCoord = overscan_coord + vec2(XPOS, YPOS); + vec2 shift = vec2(0.5); + vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift; + vTexCoord = overscan_coord + vec2(registers.XPOS, registers.YPOS); } #pragma stage fragment @@ -56,21 +80,21 @@ vec3 grayscale(vec3 col) void main() { vec3 res = texture(Source, vTexCoord).rgb; // sample the texture - vec3 gamma = vec3(monitor_gamma / target_gamma); // setup ratio of display's gamma vs desired gamma + 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, saturation); // apply saturation - vec3 conColor = mix(AvgLumin, satColor, contrast); // apply contrast + vec3 satColor = mix(intensity, res, registers.saturation); // apply saturation + vec3 conColor = mix(AvgLumin, satColor, registers.contrast); // apply contrast conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction - conColor = clamp(conColor * luminance, 0.0, 1.0); // apply luminance - conColor += vec3(bright_boost); // apply brightboost - conColor *= vec3(R, G, B); -if (vTexCoord.y > V_OSMASK && vTexCoord.y < (1.0 - V_OSMASK)) + 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); +if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK)) conColor = conColor; else conColor = vec3(0.0); -if (vTexCoord.x > H_OSMASK && vTexCoord.x < (1.0 - H_OSMASK)) +if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK)) conColor = conColor; else conColor = vec3(0.0);