mirror of
https://github.com/italicsjenga/slang-shaders.git
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78 lines
2.7 KiB
Plaintext
78 lines
2.7 KiB
Plaintext
#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define overscan_percent_x 0.0 // crop width of image by X%; default is 0.0
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#define overscan_percent_y 0.0 // crop height of image by X%; default is 0.0
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#define saturation 1.0 // color saturation; default 1.0
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#define monitor_gamma 2.2 // gamma setting of your current display; LCD monitors typically have a gamma of 2.2
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#define target_gamma 2.4 // the gamma you want the image to have; CRT TVs typically have a gamma of 2.4
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#define contrast 1.0 // image contrast; default 1.0
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#define luminance 1.0 // image luminance; default 1.0
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#define bright_boost 0.0 // adds to the total brightness. Negative values decrease it; Use values between 1.0 (totally white) and -1.0 (totally black); default is 0.0
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#define R 1.0
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#define G 1.0
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#define B 1.0
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#define ZOOM 1.0
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#define XPOS 0.0
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#define YPOS 0.0
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#define V_OSMASK 0.0
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#define H_OSMASK 0.0
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// Image Adjustment
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// Author: hunterk
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// License: Public domain
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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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vec2 shift = 0.5 * global.SourceSize.zw / global.SourceSize.xy;
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vec2 overscan_coord = ((TexCoord - shift) / ZOOM) * (1.0 - vec2(overscan_percent_x / 100.0, overscan_percent_y / 100.0)) + shift;
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vTexCoord = overscan_coord + vec2(XPOS, YPOS);
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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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vec3 grayscale(vec3 col)
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{
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// ATSC grayscale standard
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return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
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}
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void main()
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{
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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vec3 gamma = vec3(monitor_gamma / target_gamma); // setup ratio of display's gamma vs desired gamma
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vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
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vec3 intensity = grayscale(res); // find luminance
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vec3 satColor = mix(intensity, res, saturation); // apply saturation
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vec3 conColor = mix(AvgLumin, satColor, contrast); // apply contrast
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conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
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conColor = clamp(conColor * luminance, 0.0, 1.0); // apply luminance
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conColor += vec3(bright_boost); // apply brightboost
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conColor *= vec3(R, G, B);
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if (vTexCoord.y > V_OSMASK && vTexCoord.y < (1.0 - V_OSMASK))
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conColor = conColor;
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else
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conColor = vec3(0.0);
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if (vTexCoord.x > H_OSMASK && vTexCoord.x < (1.0 - H_OSMASK))
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conColor = conColor;
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else
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conColor = vec3(0.0);
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FragColor = vec4(conColor, 1.0);
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} |