mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
94 lines
3 KiB
Plaintext
94 lines
3 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float gamma_boost_r;
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float gamma_boost_g;
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float gamma_boost_b;
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float sat;
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float lum;
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float cntrst;
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float r;
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float g;
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float b;
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float rg;
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float rb;
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float gr;
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float gb;
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float br;
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float bg;
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float blr;
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float blg;
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float blb;
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} params;
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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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/*
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Color Mangler
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Author: hunterk
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License: Public domain
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*/
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#pragma parameter gamma_boost_r "Gamma Mod Red Channel" 0.0 -5.0 5.0 0.1
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#pragma parameter gamma_boost_g "Gamma Mod Green Channel" 0.0 -5.0 5.0 0.1
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#pragma parameter gamma_boost_b "Gamma Mod Blue Channel" 0.0 -5.0 5.0 0.1
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#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.01
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#pragma parameter lum "Luminance" 1.0 0.0 5.0 0.01
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#pragma parameter cntrst "Contrast" 1.0 0.0 2.0 0.01
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#pragma parameter r "Red" 1.0 0.0 2.0 0.01
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#pragma parameter g "Green" 1.0 0.0 2.0 0.01
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#pragma parameter b "Blue" 1.0 0.0 2.0 0.01
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#pragma parameter rg "Red-Green Tint" 0.0 0.0 1.0 0.005
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#pragma parameter rb "Red-Blue Tint" 0.0 0.0 1.0 0.005
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#pragma parameter gr "Green-Red Tint" 0.0 0.0 1.0 0.005
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#pragma parameter gb "Green-Blue Tint" 0.0 0.0 1.0 0.005
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#pragma parameter br "Blue-Red Tint" 0.0 0.0 1.0 0.005
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#pragma parameter bg "Blue-Green Tint" 0.0 0.0 1.0 0.005
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#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.005
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#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.005
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#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.005
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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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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(2.2)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - params.cntrst));
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// params.r params.g params.b params.black
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mat4 color = mat4(params.r, params.rg, params.rb, 0.0, //red channel
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params.gr, params.g, params.gb, 0.0, //green channel
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params.br, params.bg, params.b, 0.0, //blue channel
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params.blr, params.blg, params.blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
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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,
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(1.0 - params.sat) * 0.7152, (1.0 - params.sat) * 0.7152 + params.sat, (1.0 - params.sat) * 0.7152, 1.0,
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(1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722 + params.sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * params.lum, 0.0, 1.0);
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screen = color * screen;
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vec3 out_gamma = vec3(1.) / (vec3(2.2) - vec3(params.gamma_boost_r, params.gamma_boost_g, params.gamma_boost_b));
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FragColor = pow(screen, vec4(out_gamma, 1.0));
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} |