#version 450 /* ShadX's Natural Vision Shader Ported and tweaked by Hyllian - 2016 parameterized by Sp00kyFox */ layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; layout(push_constant) uniform push_constant { vec4 SourceSize; vec4 OutputSize; float GIN; float GOUT; float Y; float I; float Q; } params; #pragma parameter GIN "NaturalVision Gamma In" 2.2 0.0 10.0 0.05 #pragma parameter GOUT "NaturalVision Gamma Out" 2.2 0.0 10.0 0.05 #pragma parameter Y "NaturalVision Luminance" 1.1 0.0 10.0 0.01 #pragma parameter I "NaturalVision Orange-Cyan" 1.1 0.0 10.0 0.01 #pragma parameter Q "NaturalVision Magenta-Green" 1.1 0.0 10.0 0.01 #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; /* VERTEX_SHADER */ 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; const mat3x3 RGBtoYIQ = mat3x3( 0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135); const mat3x3 YIQtoRGB = mat3x3( 1, 0.95629572, 0.62102442, 1, -0.27212210, -0.64738060, 1, -1.10698902, 1.70461500); const vec3 YIQ_lo = vec3(0, -0.595716, -0.522591); const vec3 YIQ_hi = vec3(1, 0.595716, 0.522591); void main() { vec3 c = texture(Source, vTexCoord).xyz; c = pow(c, vec3(params.GIN)); c = c * RGBtoYIQ; c = vec3(pow(c.x, params.Y), c.y*params.I, c.z*params.Q); c = clamp(c, YIQ_lo, YIQ_hi); c = c * YIQtoRGB; c = pow(c, vec3(1.0/params.GOUT)); FragColor = vec4(c, 1.0); }