mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
131 lines
4.5 KiB
Plaintext
131 lines
4.5 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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uint FrameCount;
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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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float GRAIN_STR;
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float SHARPEN;
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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" 2.2 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 10.0 0.05
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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 0.05
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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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#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
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#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
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// Image Adjustment
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// Author: hunterk
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// License: Public domain
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#include "colorspace-tools.h"
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//https://www.shadertoy.com/view/4sXSWs strength= 16.0
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vec3 filmGrain(vec2 uv, float strength ){
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float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(vec2(registers.FrameCount, registers.FrameCount).x, 800.0) + 10.0) * 10.0);
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return vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength;
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}
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// based on "Improved texture interpolation" by Iñigo Quílez
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// Original description: http://www.iquilezles.org/www/articles/texture/texture.htm
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vec3 sharp(sampler2D tex, vec2 texCoord){
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vec2 p = texCoord.xy;
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p = p * registers.SourceSize.xy + vec2(0.5, 0.5);
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vec2 i = floor(p);
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vec2 f = p - i;
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f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
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p = i + f;
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p = (p - vec2(0.5, 0.5)) * registers.SourceSize.zw;
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return texture(tex, p);
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}
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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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void main()
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{
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vec3 film_grain = filmGrain(vTexCoord, registers.GRAIN_STR);
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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res = mix(res, sharp(Source, vTexCoord), registers.SHARPEN) + film_grain; // add film grain and sharpness
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vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma
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//saturation and luminance
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vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0);
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//contrast and brightness
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vec3 conColor = clamp((satColor - 0.5) * registers.contrast + 0.5 + registers.bright_boost, 0.0, 1.0);
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conColor -= vec3(registers.black_level); // apply black level
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conColor *= (vec3(1.0) / vec3(1.0-registers.black_level));
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conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
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conColor *= vec3(registers.R, registers.G, registers.B);
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//overscan mask
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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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}
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