@Dogway You suggest (0.2126, 0.7152, 0.0722) instead?
Here’s a mangler with per-channel gamma boost/cut and those weights for the grayscale:
#version 450
layout(push_constant) uniform Push
{
float gamma_boost_r;
float gamma_boost_g;
float gamma_boost_b;
float sat;
float lum;
float cntrst;
float r;
float g;
float b;
float rg;
float rb;
float gr;
float gb;
float br;
float bg;
float blr;
float blg;
float blb;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
/*
Color Mangler
Author: hunterk
License: Public domain
*/
#pragma parameter gamma_boost_r "Gamma Mod Red Channel" 0.0 -5.0 5.0 0.1
#pragma parameter gamma_boost_g "Gamma Mod Green Channel" 0.0 -5.0 5.0 0.1
#pragma parameter gamma_boost_b "Gamma Mod Blue Channel" 0.0 -5.0 5.0 0.1
#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.01
#pragma parameter lum "Luminance" 1.0 0.0 5.0 0.01
#pragma parameter cntrst "Contrast" 1.0 0.0 2.0 0.01
#pragma parameter r "Red" 1.0 0.0 2.0 0.01
#pragma parameter g "Green" 1.0 0.0 2.0 0.01
#pragma parameter b "Blue" 1.0 0.0 2.0 0.01
#pragma parameter rg "Red-Green Tint" 0.0 0.0 1.0 0.005
#pragma parameter rb "Red-Blue Tint" 0.0 0.0 1.0 0.005
#pragma parameter gr "Green-Red Tint" 0.0 0.0 1.0 0.005
#pragma parameter gb "Green-Blue Tint" 0.0 0.0 1.0 0.005
#pragma parameter br "Blue-Red Tint" 0.0 0.0 1.0 0.005
#pragma parameter bg "Blue-Green Tint" 0.0 0.0 1.0 0.005
#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.005
#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.005
#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.005
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = pow(texture(Source, vTexCoord), vec4(2.2)).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - params.cntrst));
// params.r params.g params.b params.black
mat4 color = mat4(params.r, params.rg, params.rb, 0.0, //red channel
params.gr, params.g, params.gb, 0.0, //green channel
params.br, params.bg, params.b, 0.0, //blue channel
params.blr, params.blg, params.blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
mat4 adjust = mat4((1.0 - params.sat) * 0.2126 + params.sat, (1.0 - params.sat) * 0.2126, (1.0 - params.sat) * 0.2126, 1.0,
(1.0 - params.sat) * 0.7152, (1.0 - params.sat) * 0.7152 + params.sat, (1.0 - params.sat) * 0.7152, 1.0,
(1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722, (1.0 - params.sat) * 0.0722 + params.sat, 1.0,
0.0, 0.0, 0.0, 1.0);
color *= adjust;
screen = clamp(screen * params.lum, 0.0, 1.0);
screen = color * screen;
vec3 out_gamma = vec3(1.) / (vec3(2.2) - vec3(params.gamma_boost_r, params.gamma_boost_g, params.gamma_boost_b));
FragColor = pow(screen, vec4(out_gamma, 1.0));
}
The grayscale change is pretty small in magnitude, but it might make a difference.