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https://github.com/italicsjenga/slang-shaders.git
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73 lines
1.8 KiB
Plaintext
73 lines
1.8 KiB
Plaintext
#version 450
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// Super Sleuth Gamma Ramp
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// based on Overload's ramp as implemented in bsnes v073
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// ported by hunterk
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// license: GPLv2
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float mixer;
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} params;
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#pragma parameter mixer "Gamma Boost (%)" 150.0 100.0 200.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// Overload's gamma ramp from Super Sleuth
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// Apparently not really based on anything but it looks nice
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const uint gammaRamp[32] = {
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0x00, 0x01, 0x03, 0x06, 0x0a, 0x0f, 0x15, 0x1c,
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0x24, 0x2d, 0x37, 0x42, 0x4e, 0x5b, 0x69, 0x78,
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0x88, 0x90, 0x98, 0xa0, 0xa8, 0xb0, 0xb8, 0xc0,
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0xc8, 0xd0, 0xd8, 0xe0, 0xe8, 0xf0, 0xf8, 0xff,
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};
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#define conv(f) ((f >= 1.0) ? 255 : (f <= 0.0 ? 0 : int(floor(f * 256.0))))
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void main()
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{
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vec4 img = texture(Source, vTexCoord);
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// convert standard vec4 to uint color values
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uvec4 int_img = uvec4(conv(img.r), conv(img.g), conv(img.b), conv(img.a));
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uint r = (int_img.r) & 0xff;
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uint g = (int_img.g) & 0xff;
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uint b = (int_img.b) & 0xff;
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// apply the ramp
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uint R = gammaRamp[r >> 3];
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uint G = gammaRamp[g >> 3];
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uint B = gammaRamp[b >> 3];
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uvec3 output_i = uvec3(R, G, B);
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vec3 output_f = vec3(output_i) * vec3(1./255.);
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// mix between corrected and uncorrected output
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FragColor.rgb = mix(img.rgb, output_f, (params.mixer / 100.0) - 1.0);
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}
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