/*==========================================*/ /*=======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)); }