mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
929 lines
35 KiB
Plaintext
929 lines
35 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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float g_gamma_in;
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float g_gamma_out;
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float g_signal_type;
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float g_crtgamut;
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float g_space_out;
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float g_hue_degrees;
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float g_I_SHIFT;
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float g_Q_SHIFT;
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float g_I_MUL;
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float g_Q_MUL;
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float g_lum_fix;
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float g_vignette;
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float g_vstr;
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float g_vpower;
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float g_sat;
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float g_vibr;
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float g_lum;
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float g_cntrst;
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float g_mid;
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float g_lift;
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float blr;
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float blg;
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float blb;
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float wlr;
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float wlg;
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float wlb;
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float rg;
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float rb;
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float gr;
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float gb;
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float br;
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float bg;
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} params;
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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 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float wp_temperature;
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float g_satr;
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float g_satg;
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float g_satb;
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float LUT_Size1;
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float LUT1_toggle;
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float LUT_Size2;
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float LUT2_toggle;
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float AS, asat;
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} global;
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/*
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Grade
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> Ubershader grouping some monolithic color related shaders:
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::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT.
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> and the addition of:
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::analogue color emulation, phosphor gamut, color space + TRC support, vibrance, HUE vs SAT, vignette (shared by Syh), black level, rolled gain and sigmoidal contrast.
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Author: Dogway
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License: Public domain
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**Thanks to those that helped me out keep motivated by continuous feedback and bug reports:
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**Syh, Nesguy, hunterk, and the libretro forum members.
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######################################...PRESETS...#######################################
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##########################################################################################
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### ###
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### PAL ###
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### Phosphor: EBU (#3) (or an EBU T3213 based CRT phosphor gamut) ###
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### WP: D65 (6504K) (in practice more like ~7500K) ###
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### TRC: 2.8 SMPTE-C Gamma ###
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### Saturation: -0.02 ###
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### ###
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### NTSC-U ###
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### Phosphor: P22/SMPTE-C (#1 #-1)(or a SMPTE-C based CRT phosphor gamut) ###
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### WP: D65 (6504K) (in practice more like ~7500K) ###
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### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ###
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### ###
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### NTSC-J (Default) ###
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### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ###
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### WP: 9300K+27MPCD (8942K) (CCT from x:0.281 y:0.311) ###
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### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ###
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### ###
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### *Despite the standard of 2.22, a more faithful approximation to CRT... ###
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### ...is to use a gamma (SMPTE-C type) with a value of 2.35-2.55. ###
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### ###
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### ###
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##########################################################################################
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##########################################################################################
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*/
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#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01
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#define AS global.AS
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#pragma parameter asat " Afterglow saturation" 0.33 0.0 1.0 0.01
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#define asat global.asat
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#pragma parameter g_gamma_in "Game Embedded Gamma" 2.222 1.80 3.0 0.05
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#pragma parameter g_gamma_out "CRT Electron Gun Gamma" 2.50 1.80 3.0 0.05
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#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0
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#pragma parameter g_crtgamut "Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 -4.0 3.0 1.0
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#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:DCI 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0
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#pragma parameter g_hue_degrees "Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter g_I_SHIFT "I/U Shift" 0.0 -0.2 0.2 0.01
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#pragma parameter g_Q_SHIFT "Q/V Shift" 0.0 -0.2 0.2 0.01
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#pragma parameter g_I_MUL "I/U Multiplier" 1.0 0.0 2.0 0.01
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#pragma parameter g_Q_MUL "Q/V Multiplier" 1.0 0.0 2.0 0.01
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#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
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#pragma parameter g_vignette "Vignette Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0
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#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01
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#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01
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#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05
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#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01
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#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0
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#pragma parameter g_sat "Saturation" 0.0 -1.0 2.0 0.01
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#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05
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#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01
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#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01
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#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01
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#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01
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#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01
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#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01
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#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01
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#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01
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#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01
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#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01
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#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter LUT_Size1 "LUT Size 1" 16.0 8.0 64.0 16.0
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#pragma parameter LUT1_toggle "LUT 1 Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter LUT_Size2 "LUT Size 2" 64.0 0.0 64.0 16.0
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#pragma parameter LUT2_toggle "LUT 2 Toggle" 0.0 0.0 1.0 1.0
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#define M_PI 3.1415926535897932384626433832795
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#define gamma_in params.g_gamma_in
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#define gamma_out params.g_gamma_out
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#define signal params.g_signal_type
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#define crtgamut params.g_crtgamut
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#define SPC params.g_space_out
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#define hue_degrees params.g_hue_degrees
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#define I_SHIFT params.g_I_SHIFT
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#define Q_SHIFT params.g_Q_SHIFT
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#define I_MUL params.g_I_MUL
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#define Q_MUL params.g_Q_MUL
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#define lum_fix params.g_lum_fix
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#define vignette params.g_vignette
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#define vstr params.g_vstr
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#define vpower params.g_vpower
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#define g_sat params.g_sat
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#define vibr params.g_vibr
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#define satr global.g_satr
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#define satg global.g_satg
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#define satb global.g_satb
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#define lum params.g_lum
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#define cntrst params.g_cntrst
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#define mid params.g_mid
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#define lift params.g_lift
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#define blr params.blr
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#define blg params.blg
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#define blb params.blb
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#define wlr params.wlr
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#define wlg params.wlg
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#define wlb params.wlb
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#define rg params.rg
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#define rb params.rb
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#define gr params.gr
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#define gb params.gb
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#define br params.br
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#define bg params.bg
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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 StockPass;
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layout(set = 0, binding = 4) uniform sampler2D AfterglowPass;
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layout(set = 0, binding = 5) uniform sampler2D SamplerLUT1;
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layout(set = 0, binding = 6) uniform sampler2D SamplerLUT2;
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///////////////////////// Color Space Transformations //////////////////////////
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vec3 XYZ_to_RGB(vec3 XYZ, float CSPC){
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// to sRGB
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const mat3x3 sRGB = mat3x3(
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3.24081254005432130, -0.969243049621582000, 0.055638398975133896,
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-1.53730857372283940, 1.875966310501098600, -0.204007431864738460,
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-0.49858659505844116, 0.041555050760507584, 1.057129383087158200);
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// to DCI-P3 -D65-
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const mat3x3 DCIP3 = mat3x3(
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2.49339652061462400, -0.82948720455169680, 0.035850685089826584,
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-0.93134605884552000, 1.76266026496887200, -0.076182708144187930,
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-0.40269458293914795, 0.023624641820788383, 0.957014024257659900);
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// to Rec.2020
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const mat3x3 rec2020 = mat3x3(
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1.71660947799682620, -0.66668272018432620, 0.017642205581068993,
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-0.35566213726997375, 1.61647748947143550, -0.042776308953762054,
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-0.25336012244224550, 0.01576850563287735, 0.942228555679321300);
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// to AdobeRGB
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const mat3x3 Adobe = mat3x3(
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2.0415899753570557, -0.96924000978469850, 0.013439999893307686,
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-0.5650100111961365, 1.87597000598907470, -0.118359997868537900,
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-0.3447299897670746, 0.04156000167131424, 1.015169978141784700);
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return (CSPC == 3.0) ? Adobe * XYZ : (CSPC == 2.0) ? rec2020 * XYZ : (CSPC == 1.0) ? DCIP3 * XYZ : sRGB * XYZ;
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}
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vec3 RGB_to_XYZ(vec3 RGB, float CSPC){
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// from sRGB
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const mat3x3 sRGB = mat3x3(
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0.41241079568862915, 0.21264933049678802, 0.019331756979227066,
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0.35758456587791443, 0.71516913175582890, 0.119194857776165010,
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0.18045382201671600, 0.07218152284622192, 0.950390160083770800);
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// from DCI-P3 -D65-
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const mat3x3 DCIP3 = mat3x3(
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0.48659050464630127, 0.22898375988006592, 0.00000000000000000,
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0.26566821336746216, 0.69173991680145260, 0.04511347413063049,
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0.19819043576717377, 0.07927616685628891, 1.04380297660827640);
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// from Rec.2020
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const mat3x3 rec2020 = mat3x3(
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0.63697350025177000, 0.24840137362480164, 0.00000000000000000,
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0.15294560790061950, 0.67799961566925050, 0.04253686964511871,
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0.11785808950662613, 0.03913172334432602, 1.06084382534027100);
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// from AdobeRGB
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const mat3x3 Adobe = mat3x3(
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0.57666999101638790, 0.2973400056362152, 0.02703000046312809,
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0.18556000292301178, 0.6273599863052368, 0.07068999856710434,
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0.18822999298572540, 0.0752900019288063, 0.9913399815559387);
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return (CSPC == 3.0) ? Adobe * RGB : (CSPC == 2.0) ? rec2020 * RGB : (CSPC == 1.0) ? DCIP3 * RGB : sRGB * RGB;
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}
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vec3 XYZtoYxy(vec3 XYZ){
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float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
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float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
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float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
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return vec3(XYZ.g, Yxyg, Yxyb);
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}
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vec3 YxytoXYZ(vec3 Yxy){
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float Xs = Yxy.r * (Yxy.g/Yxy.b);
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float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0;
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vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
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return XYZ;
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}
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///////////////////////// White Point Mapping /////////////////////////
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//
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//
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// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J NTSC-FCC: C
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// PAL: 6504K NTSC-U: 6504K NTSC-J: 8942K NTSC-FCC: 6780K
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// 0.3127 0.3290 0.3127 0.3290 0.281 0.311 0.310 0.316
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vec3 wp_adjust(float temperature, vec3 color){
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float temp3 = pow(10.,3.) / temperature;
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float temp6 = pow(10.,6.) / pow(temperature, 2.);
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float temp9 = pow(10.,9.) / pow(temperature, 3.);
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vec3 wp = vec3(1.);
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wp.x = (temperature <= 7000.) ? 0.244063 + 0.09911 * temp3 + 2.9678 * temp6 - 4.6070 * temp9 : \
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0.237040 + 0.24748 * temp3 + 1.9018 * temp6 - 2.0064 * temp9 ;
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wp.y = -3.000 * pow(wp.x,2.) + 2.870 * wp.x - 0.275;
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wp.z = 1. - wp.x - wp.y;
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const mat3x3 CAT02 = mat3x3(
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0.7328, 0.4296, -0.1624,
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-0.70360, 1.6975, 0.0061,
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0.003, -0.0136, 0.9834);
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vec3 fw_trans = (vec3(wp.x/wp.y,1.,wp.z/wp.y) * CAT02) / (vec3(0.95045,1.,1.088917) * CAT02) ;
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return color.xyz * fw_trans.xyz ;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Monitor Curve Functions: https://github.com/ampas/aces-dev
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//----------------------------------------------------------------------
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float moncurve_f( float color, float gamma, float offs)
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{
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// Forward monitor curve
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color = clamp(color, 0.0, 1.0);
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float fs = (( gamma - 1.0) / offs) * pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma);
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float xb = offs / ( gamma - 1.0);
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|||
|
color = ( color > xb) ? pow( ( color + offs) / ( 1.0 + offs), gamma) : color * fs;
|
|||
|
return color;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
vec3 moncurve_f_f3( vec3 color, float gamma, float offs)
|
|||
|
{
|
|||
|
color.r = moncurve_f( color.r, gamma, offs);
|
|||
|
color.g = moncurve_f( color.g, gamma, offs);
|
|||
|
color.b = moncurve_f( color.b, gamma, offs);
|
|||
|
return color.rgb;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
float moncurve_r( float color, float gamma, float offs)
|
|||
|
{
|
|||
|
// Reverse monitor curve
|
|||
|
color = clamp(color, 0.0, 1.0);
|
|||
|
float yb = pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma);
|
|||
|
float rs = pow( ( gamma - 1.0) / offs, gamma - 1.0) * pow( ( 1.0 + offs) / gamma, gamma);
|
|||
|
|
|||
|
color = ( color > yb) ? ( 1.0 + offs) * pow( color, 1.0 / gamma) - offs : color * rs;
|
|||
|
return color;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
vec3 moncurve_r_f3( vec3 color, float gamma, float offs)
|
|||
|
{
|
|||
|
color.r = moncurve_r( color.r, gamma, offs);
|
|||
|
color.g = moncurve_r( color.g, gamma, offs);
|
|||
|
color.b = moncurve_r( color.b, gamma, offs);
|
|||
|
return color.rgb;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-------------------------- Luma Functions ----------------------------
|
|||
|
|
|||
|
|
|||
|
// Performs better in gamma encoded space
|
|||
|
float contrast_sigmoid(float color, float cont, float pivot){
|
|||
|
|
|||
|
cont = pow(cont + 1., 3.);
|
|||
|
|
|||
|
float knee = 1. / (1. + exp(cont * pivot));
|
|||
|
float shldr = 1. / (1. + exp(cont * (pivot - 1.)));
|
|||
|
|
|||
|
color = (1. / (1. + exp(cont * (pivot - color))) - knee) / (shldr - knee);
|
|||
|
|
|||
|
return color;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Performs better in gamma encoded space
|
|||
|
float contrast_sigmoid_inv(float color, float cont, float pivot){
|
|||
|
|
|||
|
cont = pow(cont - 1., 3.);
|
|||
|
|
|||
|
float knee = 1. / (1. + exp (cont * pivot));
|
|||
|
float shldr = 1. / (1. + exp (cont * (pivot - 1.)));
|
|||
|
|
|||
|
color = pivot - log(1. / (color * (shldr - knee) + knee) - 1.) / cont;
|
|||
|
|
|||
|
return color;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
float rolled_gain(float color, float gain){
|
|||
|
|
|||
|
float gx = abs(gain) + 0.001;
|
|||
|
float anch = (gain > 0.0) ? 0.5 / (gx / 2.0) : 0.5 / gx;
|
|||
|
color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain);
|
|||
|
|
|||
|
return color;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
vec4 rolled_gain_v4(vec4 color, float gain){
|
|||
|
|
|||
|
color.r = rolled_gain(color.r, gain);
|
|||
|
color.g = rolled_gain(color.g, gain);
|
|||
|
color.b = rolled_gain(color.b, gain);
|
|||
|
|
|||
|
return vec4(color.rgb, 1.0);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
float SatMask(float color_r, float color_g, float color_b)
|
|||
|
{
|
|||
|
float max_rgb = max(color_r, max(color_g, color_b));
|
|||
|
float min_rgb = min(color_r, min(color_g, color_b));
|
|||
|
float msk = clamp((max_rgb - min_rgb) / (max_rgb + min_rgb), 0.0, 1.0);
|
|||
|
return msk;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// This shouldn't be necessary but it seems some undefined values can
|
|||
|
// creep in and each GPU vendor handles that differently. This keeps
|
|||
|
// all values within a safe range
|
|||
|
vec3 mixfix(vec3 a, vec3 b, float c)
|
|||
|
{
|
|||
|
return (a.z < 1.0) ? mix(a, b, c) : a;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
vec4 mixfix_v4(vec4 a, vec4 b, float c)
|
|||
|
{
|
|||
|
return (a.z < 1.0) ? mix(a, b, c) : a;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//---------------------- Range Expansion/Compression -------------------
|
|||
|
|
|||
|
|
|||
|
// to Studio Swing/Broadcast Safe/SMPTE legal/Limited Range
|
|||
|
vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing, bool rgb_in)
|
|||
|
{
|
|||
|
col *= 255.;
|
|||
|
Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.;
|
|||
|
Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.;
|
|||
|
|
|||
|
col.x = (luma_swing == 1.0) ? ((col.x * 219.) / 255.) + 16. : col.x;
|
|||
|
col.y = (rgb_in == true) ? ((col.y * 219.) / 255.) + 16. : (((col.y - 128.) * (Umax * 2.)) / 255.) + Umax;
|
|||
|
col.z = (rgb_in == true) ? ((col.z * 219.) / 255.) + 16. : (((col.z - 128.) * (Vmax * 2.)) / 255.) + Vmax;
|
|||
|
return col.xyz / 255.;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// to Full Swing/Full Range
|
|||
|
vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing, bool rgb_in)
|
|||
|
{
|
|||
|
col *= 255.;
|
|||
|
Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.;
|
|||
|
Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.;
|
|||
|
|
|||
|
float colx = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x;
|
|||
|
float coly = (rgb_in == true) ? ((col.y - 16.) / 219.) * 255. : (((col.y - Umax) / (Umax * 2.)) * 255.) + 128.;
|
|||
|
float colz = (rgb_in == true) ? ((col.z - 16.) / 219.) * 255. : (((col.z - Vmax) / (Vmax * 2.)) * 255.) + 128.;
|
|||
|
return vec3(colx,coly,colz) / 255.;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
|
|||
|
|
|||
|
|
|||
|
//--------------------- ITU-R BT.470/601 (M) (1953) --------------------
|
|||
|
|
|||
|
|
|||
|
// FCC (Sanctioned) YIQ matrix
|
|||
|
vec3 RGB_FCC(vec3 col)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
0.299996928307425, 0.590001575542717, 0.110001496149858,
|
|||
|
0.599002392519453, -0.277301256521204, -0.321701135998249,
|
|||
|
0.213001700342824, -0.525101205289350, 0.312099504946526);
|
|||
|
|
|||
|
return col.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
// FCC (Sanctioned) YIQ matrix (inverse)
|
|||
|
vec3 FCC_RGB(vec3 col)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
1.0000000, 0.946882217090069, 0.623556581986143,
|
|||
|
1.0000000, -0.274787646298978, -0.635691079187380,
|
|||
|
1.0000000, -1.108545034642030, 1.709006928406470);
|
|||
|
|
|||
|
return col.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//--------------------- SMPTE RP 145 (C), 170M (1987) ------------------
|
|||
|
|
|||
|
|
|||
|
vec3 RGB_YIQ(vec3 col)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
0.2990, 0.5870, 0.1140,
|
|||
|
0.5959, -0.2746, -0.3213,
|
|||
|
0.2115, -0.5227, 0.3112);
|
|||
|
|
|||
|
return col.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
vec3 YIQ_RGB(vec3 col)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
1.0000000, 0.956, 0.619,
|
|||
|
1.0000000, -0.272, -0.647,
|
|||
|
1.0000000, -1.106, 1.703);
|
|||
|
|
|||
|
return col.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
//----------------------- ITU-R BT.470/601 (B/G) -----------------------
|
|||
|
|
|||
|
|
|||
|
vec3 r601_YUV(vec3 RGB)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
0.299000, 0.587000, 0.114000,
|
|||
|
-0.147407, -0.289391, 0.436798,
|
|||
|
0.614777, -0.514799, -0.099978);
|
|||
|
|
|||
|
return RGB.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
vec3 YUV_r601(vec3 RGB)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
1.0000000, 0.00000000000000000, 1.14025080204010000,
|
|||
|
1.0000000, -0.39393067359924316, -0.58080917596817020,
|
|||
|
1.0000000, 2.02839756011962900, -0.00000029356581166);
|
|||
|
|
|||
|
return RGB.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
// Custom - not Standard
|
|||
|
vec3 YUV_r709(vec3 YUV)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
1.0000000, 0.0000000000000000, 1.14025092124938960,
|
|||
|
1.0000000, -0.2047683298587799, -0.33895039558410645,
|
|||
|
1.0000001, 2.0283975601196290, 0.00000024094399364);
|
|||
|
|
|||
|
return YUV.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
// Custom - not Standard
|
|||
|
vec3 r709_YUV(vec3 RGB)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
0.2126000, 0.715200, 0.0722000,
|
|||
|
-0.1048118, -0.3525936, 0.4574054,
|
|||
|
0.6905498, -0.6272304, -0.0633194);
|
|||
|
|
|||
|
return RGB.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//------------------------- SMPTE-240M Y<>PbPr --------------------------
|
|||
|
|
|||
|
|
|||
|
// Umax 0.886
|
|||
|
// Vmax 0.700
|
|||
|
// RGB to YPbPr -full to limited range- with Rec.601 primaries
|
|||
|
vec3 r601_YCC(vec3 RGB)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
0.299, 0.587, 0.114,
|
|||
|
-0.16873589164785553047, -0.33126410835214446953, 0.500,
|
|||
|
0.500, -0.41868758915834522111, -0.08131241084165477889);
|
|||
|
|
|||
|
return RGB.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
// YPbPr to RGB -limited to full range- with Rec.601 primaries
|
|||
|
vec3 YCC_r601(vec3 YUV)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
1.0000000, 0.000, 1.402,
|
|||
|
1.0000000, -0.34413628620102214651, -0.71413628620102214651,
|
|||
|
1.0000000, 1.772, 0.000);
|
|||
|
|
|||
|
return YUV.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
// Umax 0.53890924768269023496443198965294
|
|||
|
// Vmax 0.63500127000254000508001016002032
|
|||
|
// RGB to YPbPr -full range in-gamut- with Rec.709 primaries
|
|||
|
vec3 r709_YCC(vec3 RGB)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
0.2126, 0.7152, 0.0722,
|
|||
|
-0.11457210605733994395, -0.38542789394266005605, 0.5000,
|
|||
|
0.5000, -0.45415290830581661163, -0.04584709169418338837);
|
|||
|
|
|||
|
return RGB.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
// YPbPr to RGB -full range in-gamut- with Rec.709 primaries
|
|||
|
vec3 YCC_r709(vec3 YUV)
|
|||
|
{
|
|||
|
const mat3 conv_mat = mat3(
|
|||
|
1.0000000, 0.00000000000000000000, 1.5748,
|
|||
|
1.0000000, -0.18732427293064876957, -0.46812427293064876957,
|
|||
|
1.0000000, 1.8556, 0.00000000000000000000);
|
|||
|
|
|||
|
return YUV.rgb * conv_mat;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//------------------------- IPT --------------------------
|
|||
|
|
|||
|
|
|||
|
const mat3 LMS =
|
|||
|
mat3(
|
|||
|
0.4002, 0.7076, -0.0808,
|
|||
|
-0.2263, 1.1653, 0.0457,
|
|||
|
0.0, 0.0, 0.9182);
|
|||
|
|
|||
|
const mat3 IPT =
|
|||
|
mat3(
|
|||
|
0.4000, 0.4000, 0.2000,
|
|||
|
4.4550, -4.8510, 0.3960,
|
|||
|
0.8056, 0.3572, -1.1628);
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
|
|||
|
|
|||
|
|
|||
|
// ITU-R BT.470/601 (M) (proof of concept, actually never used)
|
|||
|
// SMPTE 170M-1999
|
|||
|
// NTSC-FCC 1953 Standard Phosphor (use with temperature C: 6780K)
|
|||
|
const mat3 NTSC_FCC_transform =
|
|||
|
mat3(
|
|||
|
0.60699284076690670, 0.2989666163921356, 0.00000000000000000,
|
|||
|
0.17344850301742554, 0.5864211320877075, 0.06607561558485031,
|
|||
|
0.20057128369808197, 0.1146121546626091, 1.11746847629547120);
|
|||
|
|
|||
|
// ITU-R BT.470/601 (M)
|
|||
|
// Conrac 7211N19 CRT Phosphor
|
|||
|
const mat3 Conrac_transform =
|
|||
|
mat3(
|
|||
|
0.55842006206512450, 0.28580552339553833, 0.03517606481909752,
|
|||
|
0.20613566040992737, 0.63714659214019780, 0.09369802474975586,
|
|||
|
0.18589359521865845, 0.07704800367355347, 0.96004259586334230);
|
|||
|
|
|||
|
// NTSC-J (use with D93 white point)
|
|||
|
// Sony Trinitron KV-20M20
|
|||
|
const mat3 Sony20_20_transform =
|
|||
|
mat3(
|
|||
|
0.33989441394805910, 0.18490256369113922, 0.019034087657928467,
|
|||
|
0.33497872948646545, 0.71182984113693240, 0.149544075131416320,
|
|||
|
0.22866378724575043, 0.10326752066612244, 1.143318891525268600);
|
|||
|
|
|||
|
// SMPTE-C - Measured Average Phosphor (1979-1994)
|
|||
|
const mat3 P22_transform =
|
|||
|
mat3(
|
|||
|
0.4665636420249939, 0.25661000609397890, 0.005832045804709196,
|
|||
|
0.3039233088493347, 0.66820019483566280, 0.105618737637996670,
|
|||
|
0.1799621731042862, 0.07518967241048813, 0.977465748786926300);
|
|||
|
|
|||
|
// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
|
|||
|
// SMPTE-C - Standard Phosphor (Rec.601 NTSC)
|
|||
|
const mat3 SMPTE_transform =
|
|||
|
mat3(
|
|||
|
0.39354196190834045, 0.21238772571086884, 0.01874009333550930,
|
|||
|
0.36525884270668030, 0.70106136798858640, 0.11193416267633438,
|
|||
|
0.19164848327636720, 0.08655092865228653, 0.95824241638183590);
|
|||
|
|
|||
|
// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
|
|||
|
// NTSC-J - Standard Phosphor (https://web.archive.org/web/20130413104152/http://arib.or.jp/english/html/overview/doc/4-TR-B09v1_0.pdf)
|
|||
|
const mat3 NTSC_J_transform =
|
|||
|
mat3(
|
|||
|
0.39603787660598755, 0.22429330646991730, 0.02050681784749031,
|
|||
|
0.31201449036598206, 0.67417418956756590, 0.12814880907535553,
|
|||
|
0.24496731162071228, 0.10153251141309738, 1.26512730121612550);
|
|||
|
|
|||
|
// ITU-R BT.470/601 (B/G)
|
|||
|
// EBU Tech.3213-E PAL - Standard Phosphor for Studio Monitors
|
|||
|
const mat3 EBU_transform =
|
|||
|
mat3(
|
|||
|
0.43194326758384705, 0.22272075712680817, 0.020247340202331543,
|
|||
|
0.34123489260673523, 0.70600330829620360, 0.129433929920196530,
|
|||
|
0.17818950116634370, 0.07127580046653748, 0.938464701175689700);
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//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
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void main()
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{
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vec4 imgColor = texture(StockPass, vTexCoord.xy);
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vec4 aftglow = texture(AfterglowPass, vTexCoord.xy);
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float w = 1.0-aftglow.w;
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float l = length(aftglow.rgb);
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aftglow.rgb = AS*w*normalize(pow(aftglow.rgb + 0.01, vec3(asat)))*l;
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// Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations.
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float lum_exp = (lum_fix == 1.0) ? (255./239.) : 1.;
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// vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
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vec3 src = imgColor.rgb * lum_exp;
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// Assumes framebuffer in Rec.601 with baked gamma
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// make a YUV * NTSC Phosphor option too and a FCC * NTSC phosphor
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vec3 col = (crtgamut == 3.0) ? r601_YUV(src) : \
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(crtgamut == 2.0) ? RGB_YIQ(src) : \
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(crtgamut == -3.0) ? RGB_FCC(src) : \
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(crtgamut == -4.0) ? RGB_FCC(src) : \
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RGB_YIQ(src) ;
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// Clipping Logic / Gamut Limiting
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vec2 UVmax = (crtgamut == 3.0) ? vec2(0.436798, 0.614777) : \
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(crtgamut == -4.0) ? vec2(0.599002392519453, 0.52510120528935) : \
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(crtgamut == -3.0) ? vec2(0.599002392519453, 0.52510120528935) : \
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vec2(0.5959, 0.5227) ;
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col = clamp(col.xyz, vec3(0.0, -UVmax.x, -UVmax.y), vec3(1.0, UVmax.x, UVmax.y));
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col = (crtgamut == 3.0) ? col : \
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(crtgamut == 2.0) ? col : \
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(crtgamut == -3.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
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(crtgamut == -4.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
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PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ;
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// YIQ/YUV Analogue Color Controls (HUE + Color Shift + Color Burst)
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float hue_radians = hue_degrees * (M_PI / 180.0);
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float hue = atan(col.z, col.y) + hue_radians;
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float chroma = sqrt(col.z * col.z + col.y * col.y);
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col = vec3(col.x, chroma * cos(hue), chroma * sin(hue));
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col.y = (mod((col.y + 1.0) + I_SHIFT, 2.0) - 1.0) * I_MUL;
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col.z = (mod((col.z + 1.0) + Q_SHIFT, 2.0) - 1.0) * Q_MUL;
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// Back to RGB
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col = (crtgamut == 3.0) ? col : \
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(crtgamut == 2.0) ? col : \
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(crtgamut == -3.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
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(crtgamut == -4.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
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TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ;
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col = (crtgamut == 3.0) ? YUV_r601(col) : \
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(crtgamut == 2.0) ? YIQ_RGB(col) : \
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(crtgamut == -3.0) ? FCC_RGB(col) : \
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(crtgamut == -4.0) ? FCC_RGB(col) : \
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YIQ_RGB(col) ;
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// Gamut Limiting
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col = r601_YCC(clamp(col, 0., 1.));
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col = (signal == 0.0) ? src : YCC_r601(clamp(col, vec3(0.0, -.886,-.700), vec3(1.0, .886,.700)));
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// Developer baked CRT gamma (2.20 - 2.25)
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col = moncurve_f_f3(col, gamma_in, 0.099);
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// CRT Phosphor Gamut
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mat3 m_in;
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if (crtgamut == -4.0) { m_in = NTSC_FCC_transform; } else
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if (crtgamut == -3.0) { m_in = Conrac_transform; } else
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if (crtgamut == -2.0) { m_in = Sony20_20_transform; } else
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if (crtgamut == -1.0) { m_in = SMPTE_transform; } else
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if (crtgamut == 1.0) { m_in = P22_transform; } else
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if (crtgamut == 2.0) { m_in = NTSC_J_transform; } else
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if (crtgamut == 3.0) { m_in = EBU_transform; }
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vec3 gamut = m_in*col;
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// White Point Mapping
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vec3 wp = (crtgamut == -4.0) ? wp_adjust(global.wp_temperature - (6404. - 6504.), gamut) : \
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(crtgamut == -3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
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(crtgamut == -2.0) ? wp_adjust(global.wp_temperature - (7600. - 6504.), gamut) : \
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(crtgamut == -1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
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(crtgamut == 1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
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(crtgamut == 2.0) ? wp_adjust(global.wp_temperature - (7400. - 6504.), gamut) : \
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(crtgamut == 3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
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wp_adjust(global.wp_temperature, gamut) ;
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vec3 adj = clamp(XYZ_to_RGB(wp, SPC), 0., 1.);
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// Guest Emulated CRT Electron Gun gamma (2.35 - 2.50) (phosphor gamma brings it up back to ~2.222)
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adj = moncurve_r_f3(crtgamut == 0.0 ? col : adj, pow(gamma_in, 2.) / gamma_out, 0.099);
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// Look LUT - (in SPC space)
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float red = (adj.r * (global.LUT_Size1 - 1.0) + 0.4999) / (global.LUT_Size1 * global.LUT_Size1);
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float green = (adj.g * (global.LUT_Size1 - 1.0) + 0.4999) / global.LUT_Size1;
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float blue1 = (floor(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red;
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float blue2 = (ceil(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red;
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float mixer = clamp(max((adj.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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vec3 color1 = texture(SamplerLUT1, vec2(blue1, green)).rgb;
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vec3 color2 = texture(SamplerLUT1, vec2(blue2, green)).rgb;
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vec3 vcolor = (global.LUT1_toggle == 0.0) ? adj : mixfix(color1, color2, mixer);
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// OETF - Opto-Electronic Transfer Function (Rec.709 does a Dim to Dark Surround adaptation)
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vcolor = (SPC == 3.0) ? clamp(pow(vcolor, vec3(563./256.)), 0., 1.) : \
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(SPC == 2.0) ? moncurve_f_f3(vcolor, 2.20 + 0.022222, 0.0993) : \
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(SPC == 1.0) ? clamp(pow(vcolor, vec3(2.20 + 0.40)), 0., 1.) : \
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(SPC == 0.0) ? moncurve_f_f3(vcolor, 2.20 + 0.20, 0.0550) : \
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clamp(pow(pow(vcolor, vec3(1./1.019264)), vec3(2.20 + 0.20)), 0., 1.) ;
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vcolor = RGB_to_XYZ(vcolor, SPC);
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// Sigmoidal Contrast
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vec3 Yxy = XYZtoYxy(vcolor);
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float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0., 1.);
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toGamma = (Yxy.r > 0.5) ? contrast_sigmoid_inv(toGamma, 2.3, 0.5) : toGamma;
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float sigmoid = (cntrst > 0.0) ? contrast_sigmoid(toGamma, cntrst, mid) : contrast_sigmoid_inv(toGamma, cntrst, mid);
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vec3 contrast = vec3(moncurve_f(sigmoid, 2.40, 0.055), Yxy.g, Yxy.b);
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vec3 XYZsrgb = clamp(XYZ_to_RGB(YxytoXYZ(contrast), SPC), 0., 1.);
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contrast = (cntrst == 0.0) ? XYZ_to_RGB(vcolor, SPC) : XYZsrgb;
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// Vignetting & Black Level
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vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy);
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * vstr;
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vig = min(pow(vig, vpower), 1.0);
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contrast *= (vignette == 1.0) ? vig : 1.0;
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contrast += (lift / 20.0) * (1.0 - contrast);
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// RGB Related Transforms
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vec4 screen = vec4(max(contrast, 0.0), 1.0);
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float sat = g_sat + 1.0;
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// r g b alpha ; alpha does nothing for our purposes
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mat4 color = mat4(wlr, rg, rb, 0.0, //red tint
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gr, wlg, gb, 0.0, //green tint
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br, bg, wlb, 0.0, //blue tint
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blr/20., blg/20., blb/20., 0.0); //black tint
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vec3 coeff = (SPC == 3.0) ? vec3(0.29734000563621520, 0.62735998630523680, 0.07529000192880630) : \
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(SPC == 2.0) ? vec3(0.24840137362480164, 0.67799961566925050, 0.03913172334432602) : \
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(SPC == 1.0) ? vec3(0.22898375988006592, 0.69173991680145260, 0.07927616685628891) : \
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vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192) ;
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mat3 adjust = mat3((1.0 - sat) * coeff.x + sat, (1.0 - sat) * coeff.x, (1.0 - sat) * coeff.x,
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(1.0 - sat) * coeff.y, (1.0 - sat) * coeff.y + sat, (1.0 - sat) * coeff.y,
|
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(1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z + sat);
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screen = clamp(rolled_gain_v4(screen, clamp(lum, -0.49, 0.99)), 0., 1.);
|
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screen = color * screen;
|
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// HUE vs SAT
|
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vec3 src_h = RGB_to_XYZ(screen.rgb, SPC) * LMS;
|
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src_h.x = src_h.x >= 0.0 ? pow(src_h.x, 0.43) : -pow(-src_h.x, 0.43);
|
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src_h.y = src_h.y >= 0.0 ? pow(src_h.y, 0.43) : -pow(-src_h.y, 0.43);
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src_h.z = src_h.z >= 0.0 ? pow(src_h.z, 0.43) : -pow(-src_h.z, 0.43);
|
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src_h.xyz *= IPT;
|
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float hue_at = atan(src_h.z, src_h.y);
|
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chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
|
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float hue_radians_r = -40.0 * (M_PI / 180.0);
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float hue_r = chroma * cos(hue_at + hue_radians_r) * 2.;
|
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float hue_radians_g = 230.0 * (M_PI / 180.0);
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float hue_g = chroma * cos(hue_at + hue_radians_g) * 2.;
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float hue_radians_b = 100.0 * (M_PI / 180.0);
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float hue_b = chroma * cos(hue_at + hue_radians_b) * 2.;
|
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float msk = dot(clamp(vec3(hue_r, hue_g, hue_b), 0., 1.), vec3(satr, satg, satb)*(-1.));
|
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src_h = mixfix(screen.rgb, vec3(dot(coeff, screen.rgb)), msk);
|
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|
float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \
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1.0 - (SatMask(src_h.x, src_h.y, src_h.z) * vibr) ;
|
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|
src_h = mixfix(src_h, clamp(adjust * src_h, 0., 1.), clamp(sat_msk, 0., 1.));
|
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// EOTF - Electro-Optical Transfer Function (Rec.709 does a Dim to Dark Surround adaptation)
|
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vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./(563./256.))), 0., 1.) : \
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(SPC == 2.0) ? moncurve_r_f3(src_h, 2.20 + 0.022222, 0.0993) : \
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(SPC == 1.0) ? clamp(pow(src_h, vec3(1./(2.20 + 0.40))), 0., 1.) : \
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(SPC == 0.0) ? moncurve_r_f3(src_h, 2.20 + 0.20, 0.0550) : \
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clamp(pow(pow(src_h, vec3(1.019264)), vec3(1./(2.20 + 0.20))), 0., 1.) ;
|
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|
// Technical LUT - (in SPC space)
|
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|
float red_2 = (TRC.r * (global.LUT_Size2 - 1.0) + 0.4999) / (global.LUT_Size2 * global.LUT_Size2);
|
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|
float green_2 = (TRC.g * (global.LUT_Size2 - 1.0) + 0.4999) / global.LUT_Size2;
|
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|
float blue1_2 = (floor(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2;
|
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|
float blue2_2 = (ceil(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2;
|
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|
float mixer_2 = clamp(max((TRC.b - blue1_2) / (blue2_2 - blue1_2), 0.0), 0.0, 32.0);
|
|||
|
vec3 color1_2 = texture(SamplerLUT2, vec2(blue1_2, green_2)).rgb;
|
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|
vec3 color2_2 = texture(SamplerLUT2, vec2(blue2_2, green_2)).rgb;
|
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|
vec3 LUT2_output = mixfix(color1_2, color2_2, mixer_2);
|
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|
|
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|
LUT2_output = (global.LUT2_toggle == 0.0) ? TRC : LUT2_output;
|
|||
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|
|||
|
|
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|
FragColor = vec4(LUT2_output + aftglow.rgb, 1.0);
|
|||
|
}
|