#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; } global; #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 // 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 = 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 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(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, 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 * 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 > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK)) conColor = conColor; else conColor = vec3(0.0); FragColor = vec4(conColor, 1.0); }