#version 450 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 // Image Adjustment // Author: hunterk // License: Public domain #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; 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); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; 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() { 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 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 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 = conColor; else conColor = vec3(0.0); if (vTexCoord.x > H_OSMASK && vTexCoord.x < (1.0 - H_OSMASK)) conColor = conColor; else conColor = vec3(0.0); FragColor = vec4(conColor, 1.0); }