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https://github.com/italicsjenga/slang-shaders.git
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160 lines
3.5 KiB
Plaintext
160 lines
3.5 KiB
Plaintext
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#version 450
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/*
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CRT Color Profiles
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Copyright (C) 2019 guest(r) and Dr. Venom
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float CP, CS;
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} params;
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#pragma parameter CP "CRT Color Profile" 0.0 -1.0 5.0 1.0
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#pragma parameter CS "Color Space: sRGB, DCI, Adobe, Rec.2020" 0.0 0.0 3.0 1.0
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#define CP params.CP
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#define CS params.CS
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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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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const mat3 Profile0 =
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mat3(
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0.412391, 0.212639, 0.019331,
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0.357584, 0.715169, 0.119195,
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0.180481, 0.072192, 0.950532
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);
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const mat3 Profile1 =
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mat3(
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0.430554, 0.222004, 0.020182,
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0.341550, 0.706655, 0.129553,
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0.178352, 0.071341, 0.939322
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);
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const mat3 Profile2 =
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mat3(
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0.396686, 0.210299, 0.006131,
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0.372504, 0.713766, 0.115356,
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0.181266, 0.075936, 0.967571
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);
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const mat3 Profile3 =
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mat3(
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0.393521, 0.212376, 0.018739,
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0.365258, 0.701060, 0.111934,
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0.191677, 0.086564, 0.958385
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);
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const mat3 Profile4 =
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mat3(
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0.392258, 0.209410, 0.016061,
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0.351135, 0.725680, 0.093636,
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0.166603, 0.064910, 0.850324
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);
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const mat3 Profile5 =
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mat3(
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0.377923, 0.195679, 0.010514,
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0.317366, 0.722319, 0.097826,
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0.207738, 0.082002, 1.076960
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);
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const mat3 ToSRGB =
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mat3(
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3.240970, -0.969244, 0.055630,
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-1.537383, 1.875968, -0.203977,
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-0.498611, 0.041555, 1.056972
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);
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const mat3 ToDCI =
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mat3(
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2.725394, -0.795168, 0.041242,
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-1.018003, 1.689732, 0.022647,
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-0.440163, 0.022647, 1.100929
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);
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const mat3 ToAdobe =
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mat3(
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2.041588, -0.969244, 0.013444,
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-0.565007, 1.875968, -0.11836,
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-0.344731, 0.041555, 1.015175
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);
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const mat3 ToREC =
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mat3(
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1.716651, -0.666684, 0.017640,
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-0.355671, 1.616481, -0.042771,
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-0.253366, 0.015769, 0.942103
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);
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void main()
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{
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vec3 c = COMPAT_TEXTURE(Source, TEX0.xy).rgb;
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float p;
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mat3 m_out;
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if (CS == 0.0) { p = 2.4; m_out = ToSRGB; } else
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if (CS == 1.0) { p = 2.6; m_out = ToDCI; } else
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if (CS == 2.0) { p = 2.2; m_out = ToAdobe;} else
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if (CS == 3.0) { p = 2.4; m_out = ToREC; }
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vec3 color = pow(c, vec3(p));
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mat3 m_in = Profile0;
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if (CP == 0.0) { m_in = Profile0; } else
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if (CP == 1.0) { m_in = Profile1; } else
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if (CP == 2.0) { m_in = Profile2; } else
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if (CP == 3.0) { m_in = Profile3; } else
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if (CP == 4.0) { m_in = Profile4; } else
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if (CP == 5.0) { m_in = Profile5; }
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color = m_in*color;
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color = m_out*color;
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color = pow(color, vec3(1.0/p));
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if (CP == -1.0) color = c;
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FragColor = vec4(color,1.0);
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}
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