#version 450 layout(push_constant) uniform Push { vec4 SourceSize; uint FrameCount; 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; float GRAIN_STR; float SHARPEN; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter target_gamma "Target Gamma" 2.2 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 10.0 0.05 #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 0.05 #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 #pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0 #pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05 // Image Adjustment // Author: hunterk // License: Public domain #include "colorspace-tools.h" //https://www.shadertoy.com/view/4sXSWs strength= 16.0 vec3 filmGrain(vec2 uv, float strength ){ float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(vec2(registers.FrameCount, registers.FrameCount).x, 800.0) + 10.0) * 10.0); return vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength; } // based on "Improved texture interpolation" by Iñigo Quílez // Original description: http://www.iquilezles.org/www/articles/texture/texture.htm vec3 sharp(sampler2D tex, vec2 texCoord){ vec2 p = texCoord.xy; p = p * registers.SourceSize.xy + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0)); p = i + f; p = (p - vec2(0.5, 0.5)) * registers.SourceSize.zw; return texture(tex, p); } #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; void main() { vec3 film_grain = filmGrain(vTexCoord, registers.GRAIN_STR); vec3 res = texture(Source, vTexCoord).rgb; // sample the texture res = mix(res, sharp(Source, vTexCoord), registers.SHARPEN) + film_grain; // add film grain and sharpness vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma //saturation and luminance vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0); //contrast and brightness vec3 conColor = clamp((satColor - 0.5) * registers.contrast + 0.5 + registers.bright_boost, 0.0, 1.0); conColor -= vec3(registers.black_level); // apply black level conColor *= (vec3(1.0) / vec3(1.0-registers.black_level)); conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction conColor *= vec3(registers.R, registers.G, registers.B); //overscan mask 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); }