#version 450 // "LeiFX" shader - Gamma process // // Copyright (C) 2013-2014 leilei // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or (at your option) // any later version. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float GAMMA_LEVEL; } params; #pragma parameter GAMMA_LEVEL "LeiFX Gamma Correction" 1.3 0.00 2.00 0.01 #define GAMMA_LEVEL params.GAMMA_LEVEL layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define saturate(c) clamp(c, 0.0, 1.0) #define lerp(c) mix(c) #define mul(a,b) (b*a) #define fmod(c) mod(c) #define frac(c) fract(c) #define tex2D(c,d) texture(c,d) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #define float2x2 mat2x2 #define float3x3 mat3x3 #define float4x4 mat4x4 float mod2(float x, float y) { return x - y * floor (x/y); } //float GAMMA_LEVEL = 1.0; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; 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; void main() { float3 outcolor = tex2D(Source, vTexCoord).rgb; float2 res; res.x = params.SourceSize.x; res.y = params.SourceSize.y; // Gamma scanlines // the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not // but it was enough to brainwash the competition for looking 'too dark' outcolor.r = pow(outcolor.r, 1.0 / GAMMA_LEVEL); outcolor.g = pow(outcolor.g, 1.0 / GAMMA_LEVEL); outcolor.b = pow(outcolor.b, 1.0 / GAMMA_LEVEL); FragColor = vec4(outcolor, 1.0); }