slang-shaders/misc/shaders/chromaticity.slang

365 lines
8.9 KiB
Plaintext
Raw Permalink Normal View History

#version 450
/* Filename: chromaticity
Copyright (C) 2023 W. M. Martinez
splitted and adjusted by DariusG
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
2023-08-26 04:56:35 +10:00
float COLOR_MODE, Dx;
} params;
#pragma parameter COLOR_MODE "SRGB,SMPTE C,REC709,BT2020,SMPTE240,NTSC1953,EBU" 0.0 0.0 6.0 1.0
2023-08-26 04:56:35 +10:00
#pragma parameter Dx "Color Temp: D50, D55, D65, D75" 2.0 -1.0 3.0 1.0
2023-08-26 04:56:35 +10:00
#define Dx params.Dx
#define COLOR_MODE params.COLOR_MODE
#define WHITE vec3(1.0, 1.0, 1.0)
/*
SMPTE-C/170M used by NTSC and PAL and by SDTV in general.
REC709 used by HDTV in general.
SRGB used by most webcams and computer graphics. ***NOTE***: Gamma 2.4
BT2020 used by Ultra-high definition television (UHDTV) and wide color gamut.
SMPTE240 used during the early days of HDTV (1988-1998).
NTSC1953 used by NTSC at 1953.
EBU used by PAL/SECAM in 1975. Identical to REC601.
*/
// RX RY GX GY BX BY RL GL BL TR0 TR TR2
// SMPTE C 0.630 0.340 / 0.310 0.595 / 0.155 0.070 / 0.299 0.587 0.114 / 0.018 0.099 4.5
// REC709 0.640 0.330 / 0.300 0.600 / 0.150 0.060 / 0.212 0.715 0.072 / 0.018 0.099 4.5
// SRGB 0.640 0.330 / 0.300 0.600 / 0.150 0.060 / 0.299 0.587 0.114 / 0.040 0.055 12.92
// BT2020 0.708 0.292 / 0.170 0.797 / 0.131 0.046 / 0.262 0.678 0.059 / 0.059 0.099 4.5
// SMPTE240 0.630 0.340 / 0.310 0.595 / 0.155 0.070 / 0.212 0.701 0.086 / 0.091 0.111 4.0
// NTSC1953 0.670 0.330 / 0.210 0.710 / 0.140 0.080 / 0.210 0.710 0.080 / 0.081 0.099 4.5
// EBU 0.640 0.330 / 0.290 0.600 / 0.150 0.060 / 0.299 0.587 0.114 / 0.081 0.099 4.5
// SECAM 0.640 0.330 / 0.290 0.600 / 0.150 0.060 / 0.334 0.585 0.081 / 0.081 0.099 4.5
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
mat3 XYZ_TO_sRGB = mat3(
3.2406255, -0.9689307, 0.0557101,
-1.5372080, 1.8758561, -0.2040211,
-0.4986286, 0.0415175, 1.0569959);
mat3 colorspace_rgb()
{
return XYZ_TO_sRGB;
}
vec3 xyY_to_XYZ(const vec3 xyY)
{
float x = xyY.x;
float y = xyY.y;
float Y = xyY.z;
float z = 1.0 - x - y;
return vec3(Y * x / y, Y, Y * z / y);
}
vec3 Yrgb_to_RGB(mat3 toRGB, vec3 W, vec3 Yrgb)
{
//0 SRGB 0.640 0.330 / 0.300 0.600 / 0.150 0.060 --
//1 SMPTE C 0.630 0.340 / 0.310 0.595 / 0.155 0.070 --
//2 REC709 0.640 0.330 / 0.300 0.600 / 0.150 0.060 --
//3 BT2020 0.708 0.292 / 0.170 0.797 / 0.131 0.046 --
//4 SMPTE240 0.630 0.340 / 0.310 0.595 / 0.155 0.070 --
//5 NTSC1953 0.670 0.330 / 0.210 0.710 / 0.140 0.080
//6 EBU 0.640 0.330 / 0.290 0.600 / 0.150 0.060 --
float CHROMA_A_X, CHROMA_A_Y,CHROMA_B_X, CHROMA_B_Y, CHROMA_C_X, CHROMA_C_Y;
if (COLOR_MODE == 0.0 || COLOR_MODE == 2.0 )
{
CHROMA_A_X=0.64;
CHROMA_A_Y=0.33;
CHROMA_B_X=0.3;
CHROMA_B_Y=0.6;
CHROMA_C_X= 0.15;
CHROMA_C_Y= 0.06;
}
else if (COLOR_MODE == 1.0 || COLOR_MODE == 4.0)
{
CHROMA_A_X=0.63;
CHROMA_A_Y=0.34;
CHROMA_B_X=0.31;
CHROMA_B_Y=0.595;
CHROMA_C_X= 0.155;
CHROMA_C_Y= 0.070;
}
else if (COLOR_MODE == 3.0 )
{
CHROMA_A_X=0.708;
CHROMA_A_Y=0.292;
CHROMA_B_X=0.17;
CHROMA_B_Y=0.797;
CHROMA_C_X= 0.131;
CHROMA_C_Y= 0.046;
}
else if (COLOR_MODE == 5.0 )
{
CHROMA_A_X=0.67;
CHROMA_A_Y=0.33;
CHROMA_B_X=0.21;
CHROMA_B_Y=0.71;
CHROMA_C_X= 0.14;
CHROMA_C_Y= 0.08;
}
else if (COLOR_MODE == 6.0)
{
CHROMA_A_X=0.64;
CHROMA_A_Y=0.33;
CHROMA_B_X=0.29;
CHROMA_B_Y=0.60;
CHROMA_C_X= 0.15;
CHROMA_C_Y= 0.06;
}
mat3 xyYrgb = mat3(CHROMA_A_X, CHROMA_A_Y, Yrgb.r,
CHROMA_B_X, CHROMA_B_Y, Yrgb.g,
CHROMA_C_X, CHROMA_C_Y, Yrgb.b);
mat3 XYZrgb = mat3(xyY_to_XYZ(xyYrgb[0]),
xyY_to_XYZ(xyYrgb[1]),
xyY_to_XYZ(xyYrgb[2]));
mat3 RGBrgb = mat3(toRGB * XYZrgb[0],
toRGB * XYZrgb[1],
toRGB * XYZrgb[2]);
return vec3(dot(W, vec3(RGBrgb[0].r, RGBrgb[1].r, RGBrgb[2].r)),
dot(W, vec3(RGBrgb[0].g, RGBrgb[1].g, RGBrgb[2].g)),
dot(W, vec3(RGBrgb[0].b, RGBrgb[1].b, RGBrgb[2].b)));
}
vec3 luminance()
{
//0 SRGB 0.299 0.587 0.114
//1 SMPTE C 0.299 0.587 0.114
//2 REC709 0.212 0.715 0.072
//3 BT2020 0.262 0.678 0.059
//4 SMPTE240 0.212 0.701 0.086
//5 NTSC1953 0.299 0.587 0.114
//6 EBU 0.299 0.587 0.114
float CHROMA_A_WEIGHT, CHROMA_B_WEIGHT, CHROMA_C_WEIGHT;
if (COLOR_MODE == 0.0 || COLOR_MODE == 1.0 ||
COLOR_MODE == 5.0 || COLOR_MODE == 6.0)
{
CHROMA_A_WEIGHT = 0.299;
CHROMA_B_WEIGHT = 0.587;
CHROMA_C_WEIGHT = 0.114;
}
else if (COLOR_MODE == 2.0 || COLOR_MODE == 4.0)
{
CHROMA_A_WEIGHT = 0.2126;
CHROMA_B_WEIGHT = 0.7152;
CHROMA_C_WEIGHT = 0.0722;
}
else if (COLOR_MODE == 3.0 )
{
CHROMA_A_WEIGHT = 0.2627;
CHROMA_B_WEIGHT = 0.678;
CHROMA_C_WEIGHT = 0.0593;
}
return vec3(CHROMA_A_WEIGHT, CHROMA_B_WEIGHT, CHROMA_C_WEIGHT);
}
////////////////////////////////////////////////
/// GAMMA IN FUNCTION /////////////////////////
float sdr_linear(const float x)
{
// RX RY GX GY BX BY RL GL BL TR1 TR2 TR3
//0 SRGB 0.040 0.055 12.92
//1 SMPTE C 0.018 0.099 4.5
//2 REC709 0.018 0.099 4.5
//3 BT2020 0.059 0.099 4.5
//4 SMPTE240 0.091 0.111 4.0
//5 NTSC1953 0.018 0.099 4.5
//6 EBU 0.081 0.099 4.5
float CRT_TR1 ,CRT_TR2, CRT_TR3, GAMMAIN;
if (COLOR_MODE == 0.0)
{
CRT_TR1 = 0.04045;
CRT_TR2 = 0.055;
CRT_TR3 = 12.92;
GAMMAIN = 2.4;
}
else if (COLOR_MODE == 1.0 || COLOR_MODE == 2.0)
{
CRT_TR1 = 0.081;
CRT_TR2 = 0.099;
CRT_TR3 = 4.5;
GAMMAIN = 2.2;
}
else if (COLOR_MODE == 3.0 )
{
CRT_TR1 = 0.018;
CRT_TR2 = 0.099;
CRT_TR3 = 4.5;
GAMMAIN = 2.2;
}
else if (COLOR_MODE == 4.0 )
{
CRT_TR1 = 0.0913;
CRT_TR2 = 0.1115;
CRT_TR3 = 4.0;
GAMMAIN = 2.2;
}
else if (COLOR_MODE == 5.0 || COLOR_MODE == 6.0)
{
CRT_TR1 = 0.081;
CRT_TR2 = 0.099;
CRT_TR3 = 4.5;
GAMMAIN = 2.2;
}
return x < CRT_TR1 ? x / CRT_TR3 : pow((x + CRT_TR2) / (1.0+ CRT_TR2), GAMMAIN);
}
vec3 sdr_linear(const vec3 x)
{
return vec3(sdr_linear(x.r), sdr_linear(x.g), sdr_linear(x.b));
}
////////////////////////////////////////////////
/// GAMMA OUT FUNCTION /////////////////////////
float srgb_gamma(const float x)
{
//0 SRGB 0.00313 0.055 12.92
//1 SMPTE C 0.018 0.099 4.5
//2 REC709 0.018 0.099 4.5
//3 BT2020 0.059 0.099 4.5
//4 SMPTE240 0.091 0.111 4.0
//5 NTSC1953 0.018 0.099 4.5
//6 EBU 0.081 0.099 4.5
float LCD_TR1 ,LCD_TR2, LCD_TR3, GAMMAOUT;
if (COLOR_MODE == 0.0)
{
LCD_TR1 = 0.00313;
LCD_TR2 = 0.055;
LCD_TR3 = 12.92;
GAMMAOUT = 2.4;
}
else if (COLOR_MODE == 1.0 || COLOR_MODE == 2.0)
{
LCD_TR1 = 0.018;
LCD_TR2 = 0.099;
LCD_TR3 = 4.5;
GAMMAOUT = 2.2;
}
else if (COLOR_MODE == 3.0 )
{
LCD_TR1 = 0.018;
LCD_TR2 = 0.099;
LCD_TR3 = 4.5;
GAMMAOUT = 2.2;
}
else if (COLOR_MODE == 4.0 )
{
LCD_TR1 = 0.0228;
LCD_TR2 = 0.1115;
LCD_TR3 = 4.0;
GAMMAOUT = 2.2;
}
else if (COLOR_MODE == 5.0 || COLOR_MODE == 6.0)
{
LCD_TR1 = 0.018;
LCD_TR2 = 0.099;
LCD_TR3 = 4.5;
GAMMAOUT = 2.2;
}
return x <= LCD_TR1 ? LCD_TR3 * x : (1.0+LCD_TR2) * pow(x, 1.0 / GAMMAOUT) - LCD_TR2;
}
vec3 srgb_gamma(const vec3 x)
{
return vec3(srgb_gamma(x.r), srgb_gamma(x.g), srgb_gamma(x.b));
}
2023-08-26 04:56:35 +10:00
vec3 TEMP ()
{
if (Dx == 0.0) return vec3(0.964,1.0,0.8252);
else if (Dx == 1.0) return vec3(0.95682,1.0,0.92149);
else if (Dx == 2.0) return vec3(0.95047,1.0,1.0888);
else if (Dx == 3.0) return vec3(0.94972,1.0,1.22638);
else return vec3(1.0);
}
void main()
{
mat3 toRGB = colorspace_rgb();
vec3 Yrgb = texture(Source, vTexCoord).rgb;
Yrgb = sdr_linear(Yrgb);
vec3 W = luminance();
vec3 RGB = Yrgb_to_RGB(toRGB, W, Yrgb);
RGB = clamp(RGB, 0.0, 1.0);
2023-08-26 04:56:35 +10:00
RGB = srgb_gamma(RGB)*TEMP();
FragColor = vec4(RGB, 1.0);
}