Primitive color grading controls
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af2e8eb05c
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63561039c8
3 changed files with 49 additions and 27 deletions
shaders
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@ -6,16 +6,11 @@ layout( location = 0 ) uniform sampler2D u_MainInput;
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layout( location = 1 ) uniform sampler2D u_BlurInput;
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layout( location = 2 ) uniform vec2 u_OutputSize;
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layout( location = 3 ) uniform vec2 u_Bloom;
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// Vignette parameters
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// 1.x = shape multiplier
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// 1.y = shape power
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// 1.z = aspect ratio
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// 1.w = reverse power multiplier
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// 2.x = apply base
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// 2.y = apply max
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layout( location = 4 ) uniform vec4 u_Vignette1;
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layout( location = 5 ) uniform vec2 u_Vignette2;
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layout( location = 6 ) uniform vec3 u_ColorLift;
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layout( location = 7 ) uniform vec3 u_ColorGain;
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layout( location = 8 ) uniform vec3 u_ColorGamma;
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#define uVigShapeMul (u_Vignette1.x)
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#define uVigShapePow (u_Vignette1.y)
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@ -41,11 +36,8 @@ void main( void )
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}
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o_Color = o_Color + bloom / 2.2;
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// Color grading test
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vec3 uColorGain = vec3( .95 , 1.1 , 1.4 ) ,
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uColorLift = vec3( 0 , 0 , .003 ) ,
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uColorGamma = vec3( -.2 , 0.1 , .1 );
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o_Color = ( o_Color * ( uColorGain - uColorLift ) ) + uColorLift;
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// Color grading
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o_Color = ( o_Color * ( u_ColorGain - u_ColorLift ) ) + u_ColorLift;
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// Vignette
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vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul ,
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@ -60,5 +52,5 @@ void main( void )
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o_Color = o_Color / ( o_Color + 1. );
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// Gamma
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o_Color = pow( o_Color , vec3( 1 ) / ( uColorGamma + 2.2 ) );
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o_Color = pow( o_Color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
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}
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