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https://github.com/italicsjenga/slang-shaders.git
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187 lines
4.8 KiB
Plaintext
187 lines
4.8 KiB
Plaintext
#version 450
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// Modular Image Adjustment
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// Author: hunterk
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// License: Public domain
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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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vec4 OutputSize;
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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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#include "../../include/img/param_floats.h"
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} global;
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#include "../../include/img/helper_macros.h"
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/////////////////////////////// INCLUDES ////////////////////////////////
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// comment the #include and corresponding line to remove functionality //
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/////////////////////////////////////////////////////////////////////////
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// Flip image vertically or horizontally
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#include "../../include/img/image_flip.h"
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// Stretching, Zooming, Panning
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#include "../../include/img/stretch_zoom_pan.h"
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// Film grain effect
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#include "../../include/img/film_grain.h"
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// Sharp, antialiased pixels; use with linear filtering
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#include "../../include/img/sharpening.h"
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// Saturation and Luminance
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//#include "../../include/img/sat_lum.h"
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#include "../../include/img/lum_chrom.h"
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// Gamma correction
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// exp_gamma is basic pow function
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//#include "../../include/img/exp_gamma.h"
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#include "../../include/img/gamma_srgb.h"
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// Mask edges to hide unsightly garbage
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#include "../../include/img/border_mask.h"
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// Change the whitepoint to warmer/cooler
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#include "../../include/img/white_point.h"
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// Add a phosphor mask effect onto the image
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#include "../../include/img/subpx_masks.h"
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// Force integer scaling and custom aspect ratio
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//#include "../../include/img/int_ar.h"
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// Vignette; Darkens image around edges
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//#include "../../include/img/vignette.h"
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// Black level
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// uncomment only one of the next 2 lines to set black level method
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//#include "../../include/img/black_lvl.h"
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#include "../../include/img/black_lvl_dogway.h"
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// Brightness and Contrast control
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// uncomment only one of the next 2 lines to set contract complexity;
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// sigmoidal_con is advanced, bright_con is basic
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#include "../../include/img/sigmoidal_con.h"
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//#include "../../include/img/bright_con.h"
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// Adjust color balance and tint
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// uncomment only one of the next 2 lines to set color channel complexity;
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// color mangler is advanced, channel mixer is basic
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//#include "../../include/img/col_mangler.h"
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#include "../../include/img/channel_mix.h"
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// 2D screen curvature
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//#include "../../include/img/gristle_warp.h"
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//#include "../../include/img/lottes_warp.h"
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#include "../../include/img/cgwg_warp.h"
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// Rounded corners
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#include "../../include/img/corner.h"
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////////////////////////////// END INCLUDES //////////////////////////////
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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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vec4 pos = Position;
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// apply axis flip
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pos = flip_pos(pos);
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gl_Position = global.MVP * pos;
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vec2 coord = TexCoord.st;
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// apply crop/zoom/pan
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coord = crop_zoom_pan(TexCoord);
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// apply integer scaling and aspect ratio
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// coord = int_ar(coord, registers.SourceSize, registers.OutputSize);
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vTexCoord = coord;
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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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//////////////////////////////// LUTS ///////////////////////////////////
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// Use either 1 or 2 color-grading LUTs
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// uncomment only one of the next 2 lines
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//#include "../../include/img/lut1.h"
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//#include "../../include/img/lut2.h"
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////////////////////////////// END LUTS /////////////////////////////////
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void main()
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{
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// declare texture coordinates
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vec2 coord = vTexCoord.xy;
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// apply sharpening to coords
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coord = sharp(vTexCoord, registers.SourceSize);
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// apply screen curvature
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coord = warp(coord);
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// sample the texture
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vec3 res = texture(Source, coord).rgb;
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// apply grain (expects to run in gamma space)
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res = luma_grain(res, vTexCoord.xy, ia_GRAIN_STR, registers.FrameCount);
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// res = rgb_grain(res, vTexCoord.xy, ia_GRAIN_STR, registers.FrameCount);
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// saturation and luminance (expects to run in gamma space)
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res = sat_lum(res);
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// contrast
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res = cntrst(res);
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// apply first gamma transform (linearize)
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// (whether LUT or gamma should come first depends on LUT)
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res = gamma_in(res);
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// apply LUT1
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// res = lut1(res);
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// apply white point adjustment
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res = white_point(res);
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// black level
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res = black_level(res);
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// channel mix
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res = channel_mix(res);
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// overscan mask
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res = border_mask(res, coord.xy);
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// apply LUT2 (whether LUT or gamma should come first depends on LUT)
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// res = lut2(res);
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// apply gamma curve
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res = gamma_out(res);
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// apply mask effect
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res *= mask_weights(gl_FragCoord.xy, mask_strength, mask);
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// apply vignette effect
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// res = vignette(res, vTexCoord.xy);
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// apply rounded corners
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res *= corner(coord);
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FragColor = vec4(res, 1.0);
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}
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