mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
5cc1d51b8e
* integrate NTSC-colors * Integrate NTSC-colors * Integrate NTSC-colors, some fixes too
569 lines
16 KiB
Plaintext
569 lines
16 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
CRT - Guest - Nomask w. Curvature
|
|
With work by DariusG to create a cut down extra fast version
|
|
|
|
Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
|
|
float brightboost;
|
|
float sat;
|
|
float glow;
|
|
float Size;
|
|
float scanline;
|
|
float beam_min;
|
|
float beam_max;
|
|
float h_sharp;
|
|
float shadowMask;
|
|
float masksize;
|
|
float mcut;
|
|
float maskDark;
|
|
float maskLight;
|
|
float CGWG;
|
|
float csize;
|
|
float warpX;
|
|
float warpY;
|
|
float gamma_out_red;
|
|
float gamma_out_green;
|
|
float gamma_out_blue;
|
|
float vignette;
|
|
float mono;
|
|
float R;
|
|
float G;
|
|
float B;
|
|
float thres;
|
|
float intensity;
|
|
} params;
|
|
|
|
// Parameter lines go here:
|
|
|
|
#pragma parameter gamma_out_red "Gamma out Red" 2.2 1.0 4.0 0.1
|
|
#define gamma_out_red params.gamma_out_red
|
|
|
|
#pragma parameter gamma_out_green "Gamma out Green" 2.2 1.0 4.0 0.1
|
|
#define gamma_out_green params.gamma_out_green
|
|
|
|
#pragma parameter gamma_out_blue "Gamma out Blue" 2.2 1.0 4.0 0.1
|
|
#define gamma_out_blue params.gamma_out_blue
|
|
|
|
#pragma parameter intensity "NTSC colors intensity" 1.0 0.0 1.0 0.05
|
|
#define intensity params.intensity
|
|
|
|
|
|
|
|
#pragma parameter brightboost "Bright boost" 1.2 0.5 2.0 0.05
|
|
#define brightboost params.brightboost
|
|
|
|
#pragma parameter sat "Saturation adjustment" 1.2 0.0 2.0 0.05
|
|
#define sat params.sat
|
|
|
|
#pragma parameter glow "Glow Strength" 0.2 0.0 1.0 0.01
|
|
#define glow params.glow
|
|
|
|
#pragma parameter scanline "Scanline Adjust" 10.0 1.0 15.0 1.0
|
|
#define scanline params.scanline
|
|
|
|
#pragma parameter beam_min "Scanline Dark" 1.5 0.5 3.0 0.05
|
|
#define beam_min params.beam_min
|
|
|
|
#pragma parameter beam_max "Scanline Bright" 2.0 0.5 3.0 0.05
|
|
#define beam_max params.beam_max
|
|
|
|
#pragma parameter h_sharp "Horizontal Sharpness" 2.5 1.0 5.0 0.05
|
|
#define h_sharp params.h_sharp
|
|
|
|
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 11.0 -1.0 11.0 1.0
|
|
#define shadowMask params.shadowMask
|
|
|
|
#pragma parameter thres "Mask Effect Threshold" 0.4 0.0 0.9 0.02
|
|
#define thres params.thres
|
|
|
|
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
|
|
#define masksize params.masksize
|
|
|
|
#pragma parameter mcut "Mask 5-7-10 cutoff" 0.2 0.0 0.5 0.05
|
|
#define mcut params.mcut
|
|
|
|
#pragma parameter maskDark "Lottes maskDark" 0.0 0.0 2.0 0.1
|
|
#define maskDark params.maskDark
|
|
|
|
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
|
|
#define maskLight params.maskLight
|
|
|
|
#pragma parameter CGWG "CGWG Mask Str." 1.0 0.0 1.0 0.1
|
|
#define CGWG params.CGWG
|
|
|
|
#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
|
|
#define warpX params.warpX
|
|
|
|
#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
|
|
#define warpY params.warpY
|
|
|
|
#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
|
|
#define vignette params.vignette
|
|
|
|
#pragma parameter mono "Mono Display On/Off" 0.0 0.0 1.0 1.0
|
|
#define mono params.mono
|
|
|
|
#pragma parameter R "Mono Red/Channel" 1.0 0.0 2.0 0.01
|
|
#define R params.R
|
|
|
|
#pragma parameter G "Mono Green/Channel" 1.0 0.0 2.0 0.01
|
|
#define G params.G
|
|
|
|
#pragma parameter B "Mono Blue/Channel" 1.0 0.0 2.0 0.01
|
|
#define B params.B
|
|
|
|
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 FinalViewportSize;
|
|
vec4 OutputSize;
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
} global;
|
|
|
|
#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;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float maskFade;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 1) uniform sampler2D Source;
|
|
|
|
float sw(float x, float l)
|
|
{
|
|
float d = x;
|
|
float bm = scanline;
|
|
float b = mix(beam_min,beam_max,l);
|
|
d = exp2(-bm*pow(d,b));
|
|
return d;
|
|
}
|
|
|
|
vec3 toGrayscale(vec3 color)
|
|
{
|
|
float average = (color.r + color.g + color.b) / 3.0;
|
|
return vec3(average);
|
|
}
|
|
|
|
vec3 colorize(vec3 grayscale, vec3 color)
|
|
{
|
|
return (grayscale * color);
|
|
}
|
|
|
|
|
|
// Shadow mask (1-4 from PD CRT Lottes shader).
|
|
vec3 Mask(vec2 pos, vec3 c)
|
|
{
|
|
pos = floor(pos / masksize);
|
|
vec3 mask = vec3(maskDark, maskDark, maskDark);
|
|
|
|
// No mask
|
|
if (shadowMask == -1.0)
|
|
{
|
|
mask = vec3(1.0);
|
|
}
|
|
|
|
// Phosphor.
|
|
else if (shadowMask == 0.0)
|
|
{
|
|
pos.x = fract(pos.x*0.5);
|
|
float mc = 1.0 - CGWG;
|
|
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
|
|
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
|
|
}
|
|
|
|
// Very compressed TV style shadow mask.
|
|
else if (shadowMask == 1.0)
|
|
{
|
|
float line = maskLight;
|
|
float odd = 0.0;
|
|
|
|
if (fract(pos.x/6.0) < 0.5)
|
|
odd = 1.0;
|
|
if (fract((pos.y + odd)/2.0) < 0.5)
|
|
line = maskDark;
|
|
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
if (pos.x < 0.333) mask.b = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.r = maskLight;
|
|
|
|
mask*=line;
|
|
}
|
|
|
|
// Aperture-grille.
|
|
else if (shadowMask == 2.0)
|
|
{
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
if (pos.x < 0.333) mask.b = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.r = maskLight;
|
|
}
|
|
|
|
// Stretched VGA style shadow mask (same as prior shaders).
|
|
else if (shadowMask == 3.0)
|
|
{
|
|
pos.x += pos.y*3.0;
|
|
pos.x = fract(pos.x/6.0);
|
|
|
|
if (pos.x < 0.333) mask.b = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.r = maskLight;
|
|
}
|
|
|
|
// VGA style shadow mask.
|
|
else if (shadowMask == 4.0)
|
|
{
|
|
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
|
|
pos.x += pos.y*3.0;
|
|
pos.x = fract(pos.x/6.0);
|
|
|
|
if (pos.x < 0.333) mask.b = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.r = maskLight;
|
|
}
|
|
|
|
// Alternate mask 5
|
|
else if (shadowMask == 5.0)
|
|
{
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
|
|
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
|
|
mask = maskTmp;
|
|
pos.x = fract(pos.x/2.0);
|
|
if (pos.x < 0.5)
|
|
{ mask.r = adj;
|
|
mask.b = adj;
|
|
}
|
|
else mask.g = adj;
|
|
}
|
|
|
|
// Alternate mask 6
|
|
else if (shadowMask == 6.0)
|
|
{
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
|
|
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
|
|
mask = maskTmp;
|
|
pos.x = fract(pos.x/3.0);
|
|
if (pos.x < 0.333) mask.r = adj;
|
|
else if (pos.x < 0.666) mask.g = adj;
|
|
else mask.b = adj;
|
|
}
|
|
|
|
// Alternate mask 7
|
|
else if (shadowMask == 7.0)
|
|
{
|
|
float mc = 1.0 - CGWG;
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
|
|
mask = vec3(maskTmp);
|
|
pos.x = fract(pos.x/2.0);
|
|
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
|
|
}
|
|
else if (shadowMask == 8.0)
|
|
{
|
|
float line = maskLight;
|
|
float odd = 0.0;
|
|
|
|
if (fract(pos.x/4.0) < 0.5)
|
|
odd = 1.0;
|
|
if (fract((pos.y + odd)/2.0) < 0.5)
|
|
line = maskDark;
|
|
|
|
pos.x = fract(pos.x/2.0);
|
|
|
|
if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
|
|
else mask.g = maskLight;
|
|
mask*=line;
|
|
}
|
|
|
|
else if (shadowMask == 9.0)
|
|
{
|
|
vec3 Mask = vec3(maskDark);
|
|
|
|
float bright = maskLight;
|
|
float left = 0.0;
|
|
|
|
|
|
if (fract(pos.x/6.0) < 0.5)
|
|
left = 1.0;
|
|
|
|
|
|
float m = fract(pos.x/3.0);
|
|
|
|
if (m < 0.3333) Mask.b = 0.9;
|
|
else if (m < 0.6666) Mask.g = 0.9;
|
|
else Mask.r = 0.9;
|
|
|
|
if (mod(pos.y,2.0)==1.0 && left == 1.0 || mod(pos.y,2.0)==0.0 && left == 0.0 ) Mask*=bright;
|
|
|
|
return Mask;
|
|
}
|
|
|
|
else if (shadowMask == 10.0)
|
|
{
|
|
vec3 Mask = vec3(maskDark);
|
|
float line = maskLight;
|
|
float odd = 0.0;
|
|
|
|
if (fract(pos.x/6.0) < 0.5)
|
|
odd = 1.0;
|
|
if (fract((pos.y + odd)/2.0) < 0.5)
|
|
line = 1.0;
|
|
|
|
float m = fract(pos.x/3.0);
|
|
float y = fract(pos.y/2.0);
|
|
|
|
if (m > 0.3333) {Mask.r = 1.0; Mask.b = 1.0;}
|
|
else if (m > 0.6666) Mask.g = 1.0;
|
|
else Mask = vec3(mcut);
|
|
if (m>0.333) Mask*=line;
|
|
return Mask;
|
|
}
|
|
|
|
else if (shadowMask == 11.0)
|
|
{
|
|
vec3 Mask = vec3(maskDark);
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
if (pos.x > 0.333) Mask = vec3(1.0);
|
|
return Mask;
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
mat3 vign( float l )
|
|
{
|
|
vec2 vpos = vTexCoord;
|
|
|
|
vpos *= 1.0 - vpos.xy;
|
|
float vig = vpos.x * vpos.y * 40.0;
|
|
vig = min(pow(vig, 0.2), 1.0);
|
|
if (vignette == 0.0) vig=1.0;
|
|
|
|
return mat3(vig, 0, 0,
|
|
0, vig, 0,
|
|
0, 0, vig);
|
|
|
|
}
|
|
|
|
// Distortion of scanlines, and end of screen alpha.
|
|
vec2 Warp(vec2 pos)
|
|
{
|
|
pos = pos*2.0-1.0;
|
|
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
|
|
return pos*0.5 + 0.5;
|
|
}
|
|
|
|
vec3 saturation (vec3 textureColor)
|
|
{
|
|
float lum=length(textureColor.rgb)*0.5775;
|
|
|
|
vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
|
|
if (lum<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
|
|
|
|
float luminance = dot(textureColor.rgb, luminanceWeighting);
|
|
vec3 greyScaleColor = vec3(luminance);
|
|
|
|
vec3 color1 = vec3(mix(greyScaleColor, textureColor.rgb, sat));
|
|
return color1;
|
|
}
|
|
|
|
vec3 glow0 (vec2 texcoord, vec3 col)
|
|
{
|
|
vec3 sum = vec3(0.0);
|
|
vec2 blurSize = vec2 (global.SourceSize.zw);
|
|
|
|
vec3 c20 = texture(Source, vec2(texcoord.x - 2.0 * blurSize.x, texcoord.y)).rgb; c20*c20;
|
|
vec3 c10 = texture(Source, vec2(texcoord.x - blurSize.x, texcoord.y)).rgb; c10*c10;
|
|
vec3 c11 = texture(Source, vec2(texcoord.x, texcoord.y)).rgb; c11*c11;
|
|
vec3 c12 = texture(Source, vec2(texcoord.x + blurSize.x, texcoord.y)).rgb; c12*c12;
|
|
vec3 c21 = texture(Source, vec2(texcoord.x + 2.0 * blurSize.x, texcoord.y)).rgb; c21*c21;
|
|
|
|
vec3 c22 = texture(Source, vec2(texcoord.x - 2.0 * blurSize.x, texcoord.y - blurSize.y)).rgb; c22*c22;
|
|
vec3 c23 = texture(Source, vec2(texcoord.x - blurSize.x, texcoord.y - 2.0 * blurSize.y)).rgb; c23*c23;
|
|
vec3 c13 = texture(Source, vec2(texcoord.x - blurSize.x, texcoord.y - blurSize.y)).rgb; c13*c13;
|
|
vec3 c14 = texture(Source, vec2(texcoord.x + blurSize.x, texcoord.y + blurSize.y)).rgb; c14*c14;
|
|
vec3 c24 = texture(Source, vec2(texcoord.x + blurSize.x, texcoord.y + 2.0 * blurSize.y)).rgb; c24*c24;
|
|
vec3 c25 = texture(Source, vec2(texcoord.x + 2.0 * blurSize.x, texcoord.y + blurSize.y)).rgb; c25*c25;
|
|
|
|
vec3 c26 = texture(Source, vec2(texcoord.x - 2.0 * blurSize.x, texcoord.y + blurSize.y)).rgb; c26*c26;
|
|
vec3 c27 = texture(Source, vec2(texcoord.x - blurSize.x, texcoord.y + 2.0 * blurSize.y)).rgb; c27*c27;
|
|
vec3 c15 = texture(Source, vec2(texcoord.x - blurSize.x, texcoord.y + blurSize.y)).rgb; c15*c15;
|
|
vec3 c16 = texture(Source, vec2(texcoord.x + blurSize.x, texcoord.y - blurSize.y)).rgb; c16*c16;
|
|
vec3 c28 = texture(Source, vec2(texcoord.x + blurSize.x, texcoord.y - 2.0 * blurSize.y)).rgb; c28*c28;
|
|
vec3 c29 = texture(Source, vec2(texcoord.x + 2.0 * blurSize.x, texcoord.y - blurSize.y)).rgb; c29*c29;
|
|
|
|
vec3 c30 = texture(Source, vec2(texcoord.x, texcoord.y - 2.0 * blurSize.y)).rgb; c30*c30;
|
|
vec3 c17 = texture(Source, vec2(texcoord.x, texcoord.y - blurSize.y)).rgb; c17*c17;
|
|
vec3 c18 = texture(Source, vec2(texcoord.x, texcoord.y + blurSize.y)).rgb; c18*c18;
|
|
vec3 c31 = texture(Source, vec2(texcoord.x, texcoord.y + 2.0 * blurSize.y)).rgb; c31*c31;
|
|
sum = (3.0*c11 + 2.5 *(c10+c12+c13+c14+c15+c16+c17+c18) + 1.5*(c20+c21+c22+c23+c24+c25+c26+c27+c28+c29+c30+c31))/45.0;
|
|
return sum * glow;
|
|
}
|
|
|
|
|
|
|
|
/////NTSC COLOR CONVERSION
|
|
|
|
vec3 DecodeGamma(vec3 color, float gamma)
|
|
{
|
|
color = clamp(color, 0.0, 1.0);
|
|
color.r = (color.r <= 0.00313066844250063) ?
|
|
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
|
|
color.g = (color.g <= 0.00313066844250063) ?
|
|
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
|
|
color.b = (color.b <= 0.00313066844250063) ?
|
|
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
vec3 XYZtoSRGB(vec3 XYZ)
|
|
{
|
|
const mat3x3 m = mat3x3(
|
|
3.2404542,-1.5371385,-0.4985314,
|
|
-0.9692660, 1.8760108, 0.0415560,
|
|
0.0556434,-0.2040259, 1.0572252);
|
|
return XYZ * m;
|
|
}
|
|
|
|
vec3 sRGB(vec3 c)
|
|
{
|
|
vec3 v = XYZtoSRGB(c);
|
|
v = DecodeGamma(v, 2.4); //Companding
|
|
|
|
return v;
|
|
}
|
|
vec3 RGBtoXYZ(vec3 RGB)
|
|
{
|
|
const mat3x3 m = mat3x3(
|
|
0.6068909, 0.1735011, 0.2003480,
|
|
0.2989164, 0.5865990, 0.1144845,
|
|
0.0000000, 0.0660957, 1.1162243);
|
|
return RGB * m;
|
|
}
|
|
|
|
// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
|
|
vec3 NTSC(vec3 c)
|
|
{
|
|
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
|
|
return RGBtoXYZ(v);
|
|
}
|
|
|
|
// NTSC RGB to sRGB
|
|
vec3 NTSCtoSRGB( vec3 c )
|
|
{
|
|
return sRGB(NTSC( c ));
|
|
}
|
|
|
|
////NTSC COLOR CONVERSION
|
|
|
|
void main()
|
|
{
|
|
vec2 pos = Warp(vTexCoord);
|
|
|
|
// HSM Added
|
|
vec4 SourceSize = global.SourceSize;
|
|
|
|
vec2 ps = SourceSize.zw;
|
|
vec2 OGL2Pos = pos * SourceSize.xy;
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(ps.x,0.0);
|
|
vec2 dy = vec2(0.0, ps.y);
|
|
|
|
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
|
|
|
|
// Reading the texels
|
|
vec3 ul = texture(Source, pC4 ).xyz;
|
|
vec3 ur = texture(Source, pC4 + dx).xyz;
|
|
vec3 dl = texture(Source, pC4 + dy).xyz;
|
|
vec3 dr = texture(Source, pC4 + ps).xyz;
|
|
|
|
float lx = fp.x; lx = pow(lx, h_sharp);
|
|
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
|
|
|
|
vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
|
|
vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
|
|
|
|
|
|
float f = fp.y;
|
|
float luma1 = color1.r*0.3+color1.g*0.6+color1.b*0.1;
|
|
float luma2 = color2.r*0.3+color2.g*0.6+color2.b*0.1;
|
|
|
|
|
|
color1 = (2.0*pow(color1,vec3(2.9))) - pow(color1,vec3(3.8));
|
|
color2 = (2.0*pow(color2,vec3(2.9))) - pow(color2,vec3(3.8));
|
|
|
|
color1 = color1 * mix(Mask(vTexCoord * global.OutputSize.xy, color1),vec3(1.0),luma1*thres);
|
|
color2 = color2 * mix(Mask(vTexCoord * global.OutputSize.xy, color2),vec3(1.0),luma2*thres);
|
|
|
|
|
|
vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
|
|
vec4 OriginalSize = global.OriginalSize;
|
|
|
|
if (OriginalSize.y >= 400.0) {color = (color1 + color2)/2.0;}
|
|
|
|
color = min(color, 1.0);
|
|
float lum = color.r*0.3+color.g*0.6+color.b*0.1;
|
|
|
|
color = pow(color, vec3(1.0/gamma_out_red,1.0,1.0));
|
|
color = pow(color, vec3(1.0,1.0/gamma_out_green,1.0));
|
|
color = pow(color, vec3(1.0,1.0,1.0/gamma_out_blue));
|
|
color += glow0(pC4,color);
|
|
color*= mix(1.0,brightboost,lum);
|
|
|
|
color = saturation(color);
|
|
color*= vign(lum);
|
|
|
|
|
|
if (mono == 1.0)
|
|
{
|
|
vec3 col1 = toGrayscale (color);
|
|
vec3 c = vec3(R, G, B);
|
|
color = colorize (col1, c);
|
|
}
|
|
|
|
else color = color;
|
|
if (intensity != 0.0)
|
|
color = mix(color.rgb, NTSCtoSRGB(color.rgb), intensity);
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
}
|