mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Part of the crt-sony-megatron shader group. Does the exact same thing as RetroArch does internally to map into HDR10 space.
|
||
|
|
||
|
This is used to do this mapping BEFORE screen effects are applied.
|
||
|
|
||
|
Originally part of the crt\crt-sony-pvm-4k-hdr.slangp but can be used for any shader
|
||
|
*/
|
||
|
|
||
|
#pragma format A2B10G10R10_UNORM_PACK32
|
||
|
|
||
|
#include "include\hdr10.h"
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float PaperWhiteNits;
|
||
|
float ExpandGamut;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 0.0 10000.0 10.0
|
||
|
#pragma parameter ExpandGamut "ExpandGamut" 1.0 0.0 1.0 1.0
|
||
|
|
||
|
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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 hdr_linear = texture(Source, vTexCoord);
|
||
|
FragColor = vec4(Hdr10(hdr_linear.rgb, params.PaperWhiteNits, params.ExpandGamut), hdr_linear.a);
|
||
|
}
|
||
|
|