mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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float target_gamma;
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float monitor_gamma;
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float overscan_percent_x;
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float overscan_percent_y;
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float saturation;
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float contrast;
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float luminance;
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float black_level;
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float bright_boost;
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float R;
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float G;
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float B;
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float ZOOM;
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float XPOS;
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float YPOS;
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float TOPMASK;
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float BOTMASK;
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float LMASK;
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float RMASK;
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} registers;
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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 parameter target_gamma "Target Gamma" 2.4 0.1 5.0 0.1
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#pragma parameter monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.1
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#pragma parameter contrast "Contrast" 1.0 0.0 7.5 0.1
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#pragma parameter luminance "Luminance" 1.0 0.0 2.0 0.1
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#pragma parameter black_level "Black Level" 0.00 -0.30 0.30 0.01
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#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.1
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#pragma parameter R "Red Channel" 1.0 0.0 2.0 0.05
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#pragma parameter G "Green Channel" 1.0 0.0 2.0 0.05
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#pragma parameter B "Blue Channel" 1.0 0.0 2.0 0.05
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#pragma parameter ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01
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#pragma parameter XPOS "X Modifier" 0.0 -2.0 2.0 0.005
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#pragma parameter YPOS "Y Modifier" 0.0 -2.0 2.0 0.005
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#pragma parameter TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025
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#pragma parameter BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025
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#pragma parameter LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025
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#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
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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 = vec2(0.5);
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vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift;
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vTexCoord = overscan_coord + vec2(registers.XPOS, registers.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(registers.monitor_gamma / registers.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, registers.saturation); // apply saturation
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vec3 conColor = mix(AvgLumin, satColor, registers.contrast); // apply contrast
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conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
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conColor = clamp(conColor * registers.luminance, 0.0, 1.0); // apply luminance
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conColor += vec3(registers.bright_boost); // apply brightboost
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conColor *= vec3(registers.R, registers.G, registers.B);
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if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK))
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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 > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK))
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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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} |