mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
62 lines
2 KiB
Plaintext
Executable file
62 lines
2 KiB
Plaintext
Executable file
#version 450
|
|
|
|
/**
|
|
* Vibrance
|
|
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
|
*
|
|
* Vibrance intelligently boosts the saturation of pixels so pixels that had little color get a larger boost than pixels that had a lot.
|
|
* This avoids oversaturation of pixels that were already very saturated.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} 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;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
#ifndef Vibrance_RGB_balance //for backwards compatibility with setting presets for older version.
|
|
#define Vibrance_RGB_balance vec3(1.00, 1.00, 1.00)
|
|
#endif
|
|
#define Vibrance 0.5
|
|
#define Vibrance_coeff vec3(Vibrance_RGB_balance.r * Vibrance, Vibrance_RGB_balance.g * Vibrance, Vibrance_RGB_balance.b * Vibrance)
|
|
|
|
vec3 col = texture(Source, vTexCoord).rgb;
|
|
vec3 lumCoeff = vec3(0.212656, 0.715158, 0.072186); //Values to calculate luma with
|
|
|
|
float luma = dot(lumCoeff, col); //calculate luma (grey)
|
|
|
|
float max_color = max(col.r, max(col.g,col.b)); //Find the strongest color
|
|
float min_color = min(col.r, min(col.g,col.b)); //Find the weakest color
|
|
|
|
float color_saturation = max_color - min_color; //The difference between the two is the saturation
|
|
|
|
col.r = mix(luma, col.r, (1.0 + (Vibrance_coeff.r * (1.0 - (sign(Vibrance_coeff.r) * color_saturation)))));
|
|
col.g = mix(luma, col.g, (1.0 + (Vibrance_coeff.g * (1.0 - (sign(Vibrance_coeff.g) * color_saturation)))));
|
|
col.b = mix(luma, col.b, (1.0 + (Vibrance_coeff.b * (1.0 - (sign(Vibrance_coeff.b) * color_saturation)))));
|
|
FragColor = vec4(col, 1.0);
|
|
} |