mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-27 10:30:24 +00:00
75 lines
1.9 KiB
Plaintext
75 lines
1.9 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
ShadX's Natural Vision Shader
|
|
|
|
Ported and tweaked by Hyllian - 2016
|
|
parameterized by Sp00kyFox
|
|
|
|
*/
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
layout(push_constant) uniform push_constant
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OutputSize;
|
|
float GIN;
|
|
float GOUT;
|
|
float Y;
|
|
float I;
|
|
float Q;
|
|
} params;
|
|
|
|
#pragma parameter GIN "NaturalVision Gamma In" 2.2 0.0 10.0 0.05
|
|
#pragma parameter GOUT "NaturalVision Gamma Out" 2.2 0.0 10.0 0.05
|
|
#pragma parameter Y "NaturalVision Luminance" 1.1 0.0 10.0 0.01
|
|
#pragma parameter I "NaturalVision Orange-Cyan" 1.1 0.0 10.0 0.01
|
|
#pragma parameter Q "NaturalVision Magenta-Green" 1.1 0.0 10.0 0.01
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
/* VERTEX_SHADER */
|
|
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;
|
|
|
|
const mat3x3 RGBtoYIQ = mat3x3( 0.299, 0.587, 0.114,
|
|
0.595716, -0.274453, -0.321263,
|
|
0.211456, -0.522591, 0.311135);
|
|
|
|
const mat3x3 YIQtoRGB = mat3x3( 1, 0.95629572, 0.62102442,
|
|
1, -0.27212210, -0.64738060,
|
|
1, -1.10698902, 1.70461500);
|
|
|
|
const vec3 YIQ_lo = vec3(0, -0.595716, -0.522591);
|
|
const vec3 YIQ_hi = vec3(1, 0.595716, 0.522591);
|
|
|
|
|
|
void main()
|
|
{
|
|
vec3 c = texture(Source, vTexCoord).xyz;
|
|
|
|
c = pow(c, vec3(params.GIN));
|
|
c = c * RGBtoYIQ;
|
|
c = vec3(pow(c.x, params.Y), c.y*params.I, c.z*params.Q);
|
|
c = clamp(c, YIQ_lo, YIQ_hi);
|
|
c = c * YIQtoRGB;
|
|
c = pow(c, vec3(1.0/params.GOUT));
|
|
|
|
FragColor = vec4(c, 1.0);
|
|
}
|