mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
257 lines
6.5 KiB
Plaintext
257 lines
6.5 KiB
Plaintext
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#version 450
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/*
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Colorimetry shader
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Ported from Drag's NES Palette Generator
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http://drag.wootest.net/misc/palgen.html
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*/
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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layout(push_constant) uniform Push
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{
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float color_mode;
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float white_point_d93;
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float clipping_method;
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} params;
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#pragma parameter color_mode "Colorimetry mode" 0.0 0.0 2.0 1.0
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#pragma parameter white_point_d93 "Use D93 white point" 1.0 0.0 1.0 1.0
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#pragma parameter clipping_method "Color clipping method" 0.0 0.0 2.0 1.0
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#define color_mode params.color_mode
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#define white_point_d93 params.white_point_d93
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#define clipping_method params.clipping_method
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vec3 huePreserveClipDarken(float r, float g, float b)
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{
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float ratio = 1.0;
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if ((r > 1.0) || (g > 1.0) || (b > 1.0))
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{
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float max = r;
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if (g > max)
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max = g;
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if (b > max)
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max = b;
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ratio = 1.0 / max;
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}
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r *= ratio;
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g *= ratio;
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b *= ratio;
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r = clamp(r, 0.0, 1.0);
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g = clamp(g, 0.0, 1.0);
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b = clamp(b, 0.0, 1.0);
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return vec3(r, g, b);
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}
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vec3 huePreserveClipDesaturate(float r, float g, float b)
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{
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float l = (.299 * r) + (0.587 * g) + (0.114 * b);
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bool ovr = false;
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float ratio = 1.0;
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if ((r > 1.0) || (g > 1.0) || (b > 1.0))
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{
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ovr = true;
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float max = r;
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if (g > max) max = g;
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if (b > max) max = b;
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ratio = 1.0 / max;
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}
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if (ovr)
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{
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r -= 1.0;
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g -= 1.0;
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b -= 1.0;
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r *= ratio;
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g *= ratio;
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b *= ratio;
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r += 1.0;
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g += 1.0;
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b += 1.0;
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}
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r = clamp(r, 0.0, 1.0);
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g = clamp(g, 0.0, 1.0);
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b = clamp(b, 0.0, 1.0);
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return vec3(r, g, b);
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}
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vec3 ApplyColorimetry(vec3 color)
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{
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//http://www.brucelindbloom.com/Eqn_RGB_XYZ_Matrix.html
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//http://www.dr-lex.be/random/matrix_inv.html
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// Convert the (x,y) values to X Y Z.
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float R = color.r;
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float G = color.g;
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float B = color.b;
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float Rx = 0.0;
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float Ry = 0.0;
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float Gx = 0.0;
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float Gy = 0.0;
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float Bx = 0.0;
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float By = 0.0;
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float Wx = 0.0;
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float Wy = 0.0;
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if (white_point_d93 > 0.5)
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{
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Wx = 0.31;
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Wy = 0.316;
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}
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else
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{
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Wx = 0.3127;
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Wy = 0.329;
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}
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if (color_mode < 0.5)
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{
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// FCC 1953
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// Original FCC standard for the color of the phosphors
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Rx = 0.67;
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Ry = 0.33;
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Gx = 0.21;
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Gy = 0.71;
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Bx = 0.14;
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By = 0.08;
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}
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else if (color_mode == 1.0)
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{
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// SMPTE C (1987)
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// A newer standard for the color of the phospors. (Not used in Japan)
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Rx = 0.63;
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Ry = 0.34;
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Gx = 0.31;
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Gy = 0.595;
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Bx = 0.155;
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By = 0.07;
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}
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else
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{
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//sRGB (PC Monitors)
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//The colorimetry used in PC monitors, like the one you're (probably) looking at right now.
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Rx = 0.64;
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Ry = 0.33;
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Gx = 0.3;
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Gy = 0.6;
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Bx = 0.15;
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By = 0.06;
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}
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float Xr = Rx / Ry;
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float Xg = Gx / Gy;
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float Xb = Bx / By;
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float Xw = Wx / Wy;
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float Yr = 1.0;
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float Yg = 1.0;
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float Yb = 1.0;
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float Yw = 1.0;
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float Zr = (1.0 - Rx - Ry) / Ry;
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float Zg = (1.0 - Gx - Gy) / Gy;
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float Zb = (1.0 - Bx - By) / By;
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float Zw = (1.0 - Wx - Wy) / Wy;
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// Get ready for a bunch of painful math. I need to invert a matrix, then multiply it by a vector.
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// Determinant for inverse matrix
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float sDet = (Xr*((Zb*Yg)-(Zg*Yb)))-(Yr*((Zb*Xg)-(Zg*Xb)))+(Zr*((Yb*Xg)-(Yg*Xb)));
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float Sr = ((((Zb*Yg)-(Zg*Yb))/sDet)*Xw) + ((-((Zb*Xg)-(Zg*Xb))/sDet)*Yw) + ((((Yb*Xg)-(Yg*Xb))/sDet)*Zw);
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float Sg = ((-((Zb*Yr)-(Zr*Yb))/sDet)*Xw) + ((((Zb*Xr)-(Zr*Xb))/sDet)*Yw) + ((-((Yb*Xr)-(Yr*Xb))/sDet)*Zw);
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float Sb = ((((Zg*Yr)-(Zr*Yg))/sDet)*Xw) + ((-((Zg*Xr)-(Zr*Xg))/sDet)*Yw) + ((((Yg*Xr)-(Yr*Xg))/sDet)*Zw);
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// This should be the completed RGB -> XYZ matrix.
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// Multiply each of the first three members by R, then add them together to get X
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float convMatrix[9] = float[] (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
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convMatrix[0] = Sr*Xr;
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convMatrix[1] = Sg*Xg;
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convMatrix[2] = Sb*Xb;
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convMatrix[3] = Sr*Yr;
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convMatrix[4] = Sg*Yg;
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convMatrix[5] = Sb*Yb;
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convMatrix[6] = Sr*Zr;
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convMatrix[7] = Sg*Zg;
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convMatrix[8] = Sb*Zb;
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// Convert RGB to XYZ using the matrix generated with the specified RGB and W points.
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float X = (convMatrix[0] * R) + (convMatrix[1] * G) + (convMatrix[2] * B);
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float Y = (convMatrix[3] * R) + (convMatrix[4] * G) + (convMatrix[5] * B);
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float Z = (convMatrix[6] * R) + (convMatrix[7] * G) + (convMatrix[8] * B);
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// This is the conversion matrix for CIEXYZ -> sRGB. I nicked this from:
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// http://www.brucelindbloom.com/Eqn_RGB_XYZ_Matrix.html
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// and I know it's right because when you use the sRGB colorimetry, this matrix produces identical results to
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// just using the raw R, G, and B above.
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float xyztorgb[9] = float[] (3.2404, -1.5371, -0.4985, -0.9693, 1.876, 0.0416, 0.0556, -0.204, 1.0572);
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// Convert back to RGB using the XYZ->sRGB matrix.
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R = (xyztorgb[0]*X) + (xyztorgb[1]*Y) + (xyztorgb[2]*Z);
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G = (xyztorgb[3]*X) + (xyztorgb[4]*Y) + (xyztorgb[5]*Z);
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B = (xyztorgb[6]*X) + (xyztorgb[7]*Y) + (xyztorgb[8]*Z);
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vec3 corrected_rgb;
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// Apply desired clipping method to out-of-gamut colors.
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if (clipping_method < 0.5)
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{
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//If a channel is out of range (> 1.0), it's simply clamped to 1.0. This may change hue, saturation, and/or lightness.
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R = clamp(R, 0.0, 1.0);
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G = clamp(G, 0.0, 1.0);
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B = clamp(B, 0.0, 1.0);
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corrected_rgb = vec3(R, G, B);
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}
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else if (clipping_method == 1.0)
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{
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//If any channels are out of range, the color is darkened until it is completely in range.
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corrected_rgb = huePreserveClipDarken(R, G, B);
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}
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else if (clipping_method == 2.0)
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{
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//If any channels are out of range, the color is desaturated towards the luminance it would've had.
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corrected_rgb = huePreserveClipDesaturate(R, G, B);
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}
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return corrected_rgb;
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}
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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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void main()
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{
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vec4 c = texture(Source, vTexCoord.xy);
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vec3 rgb = vec3(c.r, c.g, c.b);
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vec3 out_color = ApplyColorimetry(rgb);
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FragColor = vec4(out_color, 1.0);
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}
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