2017-05-30 13:04:55 +10:00
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float LUT_Size;
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} params;
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#pragma parameter LUT_Size "LUT Size" 16.0 16.0 64.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
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void main()
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{
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2017-06-06 04:45:17 +10:00
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vec4 imgColor = texture(Source, vTexCoord.xy);
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2017-05-30 13:04:55 +10:00
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float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.5 ) / (params.LUT_Size * params.LUT_Size);
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float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size;
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2017-06-06 04:45:17 +10:00
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float blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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float blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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float mixer = (imgColor.b - (blue1 + red)) / ((blue2 + red) - (blue1 + red));
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vec4 color1 = texture( SamplerLUT, vec2( blue1 + red, green ));
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vec4 color2 = texture( SamplerLUT, vec2( blue2 + red, green ));
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FragColor = mix(color1, color2, mixer);
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2017-05-30 13:04:55 +10:00
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}
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