#version 450 /** * Vibrance * by Christian Cann Schuldt Jensen ~ CeeJay.dk * * Vibrance intelligently boosts the saturation of pixels so pixels that had little color get a larger boost than pixels that had a lot. * This avoids oversaturation of pixels that were already very saturated. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; 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; void main() { #ifndef Vibrance_RGB_balance //for backwards compatibility with setting presets for older version. #define Vibrance_RGB_balance vec3(1.00, 1.00, 1.00) #endif #define Vibrance 0.5 #define Vibrance_coeff vec3(Vibrance_RGB_balance.r * Vibrance, Vibrance_RGB_balance.g * Vibrance, Vibrance_RGB_balance.b * Vibrance) vec3 col = texture(Source, vTexCoord).rgb; vec3 lumCoeff = vec3(0.212656, 0.715158, 0.072186); //Values to calculate luma with float luma = dot(lumCoeff, col); //calculate luma (grey) float max_color = max(col.r, max(col.g,col.b)); //Find the strongest color float min_color = min(col.r, min(col.g,col.b)); //Find the weakest color float color_saturation = max_color - min_color; //The difference between the two is the saturation col.r = mix(luma, col.r, (1.0 + (Vibrance_coeff.r * (1.0 - (sign(Vibrance_coeff.r) * color_saturation))))); col.g = mix(luma, col.g, (1.0 + (Vibrance_coeff.g * (1.0 - (sign(Vibrance_coeff.g) * color_saturation))))); col.b = mix(luma, col.b, (1.0 + (Vibrance_coeff.b * (1.0 - (sign(Vibrance_coeff.b) * color_saturation))))); FragColor = vec4(col, 1.0); }