#version 450 // blendoverlay // based on: // https://github.com/jamieowen/glsl-blend for blendOverlay layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float OverlayMix; float LUTWidth; float LUTHeight; } params; #pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05 #pragma parameter LUTWidth "LUT Width" 6.0 1.0 1920.0 1.0 #pragma parameter LUTHeight "LUT Height" 4.0 1.0 1920.0 1.0 #define OverlayMix params.OverlayMix #define LUTWidth params.LUTWidth #define LUTHeight params.LUTHeight layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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; layout(set = 0, binding = 3) uniform sampler2D overlay; float blendOverlay(float base, float blend) { return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend)); } void main() { vec3 Picture = texture(Source, vTexCoord).xyz; float Luminance = 0.299*Picture.x + 0.587*Picture.y + 0.114*Picture.z; vec2 LutCoord = vec2(fract(vTexCoord.x*params.OutputSize.x/LUTWidth),fract(vTexCoord.y*params.OutputSize.y/LUTHeight)); vec3 ShadowMask = texture(overlay, LutCoord).xyz; vec3 ImageFinal = Picture; ImageFinal.r = blendOverlay(ImageFinal.r,ShadowMask.r); ImageFinal.g = blendOverlay(ImageFinal.g,ShadowMask.g); ImageFinal.b = blendOverlay(ImageFinal.b,ShadowMask.b); ImageFinal = mix(Picture,clamp(ImageFinal,0.0,1.0),OverlayMix); FragColor = vec4(ImageFinal,1.0); }