pcsx2/plugins/GSdx/res/shadeboost.glsl

93 lines
1.8 KiB
GLSL

//#version 420 // Keep it for editor detection
/*
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
*/
struct vertex_basic
{
vec4 p;
vec2 t;
};
#ifdef FRAGMENT_SHADER
#if !GL_ES && __VERSION__ > 140
in SHADER
{
vec4 p;
vec2 t;
} PSin;
#define PSin_p (PSin.p)
#define PSin_t (PSin.t)
#else
#ifdef DISABLE_SSO
in vec4 SHADERp;
in vec2 SHADERt;
#else
layout(location = 0) in vec4 SHADERp;
layout(location = 1) in vec2 SHADERt;
#endif
#define PSin_p SHADERp
#define PSin_t SHADERt
#endif
layout(location = 0) out vec4 SV_Target0;
#ifdef DISABLE_GL42
layout(std140) uniform cb12
#else
layout(std140, binding = 12) uniform cb12
#endif
{
vec4 BGColor;
};
#ifdef DISABLE_GL42
uniform sampler2D TextureSampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
#endif
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec4 ContrastSaturationBrightness(vec4 color)
{
const float sat = SB_SATURATION / 50.0;
const float brt = SB_BRIGHTNESS / 50.0;
const float con = SB_CONTRAST / 50.0;
// Increase or decrease theese values to adjust r, g and b color channels seperately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color.rgb * brt;
float dot_intensity = dot(brtColor, LumCoeff);
vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
color.rgb = conColor;
return color;
}
void ps_main()
{
vec4 c = texture(TextureSampler, PSin_t);
SV_Target0 = ContrastSaturationBrightness(c);
}
#endif