Duckstation/data/resources/shaders/Cccalibrator.glsl

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2022-07-23 08:49:18 +00:00
/*==========================================*/
/*=======Calibrator by PavelDurov1488=======*/
/*==========It's not ready yet...===========*/
/*===I need to add blur, dynamic noise...===*/
/*
[configuration]
[OptionRangeFloat]
GUIName = Luminance(Y)
OptionName = LUMINANCE
MinValue = 0.000
MaxValue = 3.000
StepAmount = 0.050
DefaultValue = 1.200
[OptionRangeFloat]
GUIName = Orange-Cyan(I)
OptionName = ORANGECYAN
MinValue = 0.000
MaxValue = 3.000
StepAmount = 0.050
DefaultValue = 1.200
[OptionRangeFloat]
GUIName = Magenta-Green(Q)
OptionName = MAGENTAGREEN
MinValue = 0.000
MaxValue = 3.000
StepAmount = 0.050
DefaultValue = 1.200
[OptionRangeFloat]
GUIName = Black
OptionName = BLACK
MinValue = 0.000
MaxValue = 255.000
StepAmount = 1.000
DefaultValue = 10.000
[OptionRangeFloat]
GUIName = White
OptionName = WHITE
MinValue = 0.000
MaxValue = 255.000
StepAmount = 1.000
DefaultValue = 240.000
[OptionRangeFloat]
GUIName = Noise
OptionName = NOISE
MinValue = 0.000
MaxValue = 50.000
StepAmount = 1.000
DefaultValue = 10.000
[OptionRangeFloat]
GUIName = Saturation
OptionName = SATURATION
MinValue = 0.000
MaxValue = 100.000
StepAmount = 1.000
DefaultValue = 50.000
[/configuration]
*/
float pseudoNoise(vec2 co)
{
return fract(sin(dot(vec2(co.x+0.513,co.y+0.4124) ,vec2(12.9898,78.233))) * 43758.5453);// *fract(sin(dot(vec2(co.x+4.231,co.y+3.143) ,vec2(12.9898,78.233)*2.0)) * 43758.5453); //pseudo random number generator
}
CONSTANT vec3 RGBtoY = vec3(0.299, 0.587, 0.114);
CONSTANT vec3 RGBtoI = vec3(0.596,-0.275,-0.321);
CONSTANT vec3 RGBtoQ = vec3(0.212,-0.523, 0.311);
CONSTANT vec3 YIQtoR = vec3(1.0, 0.95568806036115671171, 0.61985809445637075388);
CONSTANT vec3 YIQtoG = vec3(1.0,-0.27158179694405859326,-0.64687381613840131330);
CONSTANT vec3 YIQtoB = vec3(1.0,-1.10817732668266195230, 1.70506455991918171490);
void main()
{
float2 texcoord = GetCoordinates();
float2 time = float2(GetTime(), GetTime());
// int FrameCount = GetFrameCount();
float4 color = Sample();
// float brightness_scale = GetOption(BRIGHTNESS_SCALE);
//vec3 czm_saturation(vec3 rgb, float adjustment)
//{
// // Algorithm from Chapter 16 of OpenGL Shading Language
// const vec3 W = vec3(0.2125, 0.7154, 0.0721);
// vec3 intensity = vec3(dot(rgb, W));
// return mix(intensity, rgb, adjustment);
//}
// rgb->yiq
float3 yuv;
yuv.r = pow(dot(color.rgb, float3(0.299, 0.587, 0.114)),LUMINANCE);
yuv.g = dot(color.rgb, float3(0.595716,-0.274453,-0.321263))*ORANGECYAN;
yuv.b = dot(color.rgb, float3(0.211456,-0.522591, 0.311135))*MAGENTAGREEN;
// apply brightness to y
// yuv.r = saturate(yuv.r * brightness_scale);
// yuv->rgb
color.r = dot(yuv, float3(1.0, 0.95629572, 0.62102442));
color.g = dot(yuv, float3(1.0,-0.27212210,-0.64738060));
color.b = dot(yuv, float3(1.0,-1.10698902, 1.70461500));
color.rgb = saturate(color.rgb*WHITE/255.0+BLACK/255.0-color.rgb*BLACK/255.0+(pseudoNoise(texcoord))*1.0/255.0);
color.rgb = saturate(color.rgb+(pseudoNoise(vec2(color.r+color.b,color.g+color.b))-0.5)*NOISE/255.0);
SetOutput(saturate(color));
}