#version 450 layout(push_constant) uniform Push { float gamma_boost_r; float gamma_boost_g; float gamma_boost_b; float sat; float lum; float cntrst; float r; float g; float b; float rg; float rb; float gr; float gb; float br; float bg; float blr; float blg; float blb; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; /* Color Mangler Author: hunterk License: Public domain */ #pragma parameter gamma_boost_r "Gamma Mod Red Channel" 0.0 -5.0 5.0 0.1 #pragma parameter gamma_boost_g "Gamma Mod Green Channel" 0.0 -5.0 5.0 0.1 #pragma parameter gamma_boost_b "Gamma Mod Blue Channel" 0.0 -5.0 5.0 0.1 #pragma parameter sat "Saturation" 1.0 0.0 3.0 0.01 #pragma parameter lum "Luminance" 1.0 0.0 5.0 0.01 #pragma parameter cntrst "Contrast" 1.0 0.0 2.0 0.01 #pragma parameter r "Red" 1.0 0.0 2.0 0.01 #pragma parameter g "Green" 1.0 0.0 2.0 0.01 #pragma parameter b "Blue" 1.0 0.0 2.0 0.01 #pragma parameter rg "Red-Green Tint" 0.0 0.0 1.0 0.005 #pragma parameter rb "Red-Blue Tint" 0.0 0.0 1.0 0.005 #pragma parameter gr "Green-Red Tint" 0.0 0.0 1.0 0.005 #pragma parameter gb "Green-Blue Tint" 0.0 0.0 1.0 0.005 #pragma parameter br "Blue-Red Tint" 0.0 0.0 1.0 0.005 #pragma parameter bg "Blue-Green Tint" 0.0 0.0 1.0 0.005 #pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.005 #pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.005 #pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.005 #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() { vec4 screen = pow(texture(Source, vTexCoord), vec4(2.2)).rgba; vec4 avglum = vec4(0.5); screen = mix(screen, avglum, (1.0 - params.cntrst)); // params.r params.g params.b params.black mat4 color = mat4(params.r, params.rg, params.rb, 0.0, //red channel params.gr, params.g, params.gb, 0.0, //green channel params.br, params.bg, params.b, 0.0, //blue channel params.blr, params.blg, params.blb, 0.0); //alpha channel; these numbers do nothing for our purposes. mat4 adjust = mat4((1.0 - params.sat) * 0.2126 + params.sat, (1.0 - params.sat) * 0.2126, (1.0 - params.sat) * 0.2126, 1.0, (1.0 - params.sat) * 0.7152, (1.0 - params.sat) * 0.7152 + params.sat, (1.0 - params.sat) * 0.7152, 1.0, (1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722 + params.sat, 1.0, 0.0, 0.0, 0.0, 1.0); color *= adjust; screen = clamp(screen * params.lum, 0.0, 1.0); screen = color * screen; vec3 out_gamma = vec3(1.) / (vec3(2.2) - vec3(params.gamma_boost_r, params.gamma_boost_g, params.gamma_boost_b)); FragColor = pow(screen, vec4(out_gamma, 1.0)); }