Last active
October 17, 2021 09:30
-
-
Save xnoreq/355e32e7c97ac50e20941a99965ed652 to your computer and use it in GitHub Desktop.
EQ glsl shader
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| //!HOOK MAINPRESUB | |
| //!BIND HOOKED | |
| // Brightness: -1.0 to 1.0, default 0.0 | |
| // Contrast: 0.0 to 10.0, default 1.0 | |
| // Hue: -180.0 to +180.0, default 0.0 | |
| // Saturation: 0.0 to 10.0, default 1.0 | |
| #define Brightness 0.0 | |
| #define Contrast 1.0 | |
| #define Hue 0.0 | |
| #define Saturation 1.0 | |
| #define PI 3.1415926535897932384626433832795 | |
| #define ymin (15 / 255.0) | |
| const mat4 r2y = mat4( | |
| 0.299, -0.14713, 0.615, 0.000, | |
| 0.587, -0.28886, -0.51499, 0.000, | |
| 0.114, 0.436, -0.10001, 0.000, | |
| 0.000, 0.000, 0.000, 0.000 | |
| ); | |
| const mat4 y2r = mat4( | |
| 1.000, 1.000, 1.000, 0.000, | |
| 0.000, -0.39465, 2.03211, 0.000, | |
| 1.13983, -0.58060, 0.000, 0.000, | |
| 0.000, 0.000, 0.000, 0.000 | |
| ); | |
| const mat2 HueMatrix = mat2( | |
| cos(Hue * PI / 180), -sin(Hue * PI / 180), | |
| sin(Hue * PI / 180), cos(Hue * PI / 180) | |
| ); | |
| #define Src(a,b) HOOKED_texOff(vec2(a,b)) | |
| vec4 hook() | |
| { | |
| vec4 c0 = Src(0,0); | |
| c0 = r2y * c0; | |
| c0.r = Contrast * (c0.r - ymin) + ymin + Brightness; | |
| c0.gb = (HueMatrix * c0.gb) * Saturation; | |
| c0 = y2r * c0; | |
| return c0; | |
| } |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment