slang-shaders/hdr/shaders/inverse_tonemap.slang

64 lines
1.8 KiB
Plaintext
Raw Normal View History

#version 450
/*
Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR.
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 R16G16B16A16_SFLOAT
#include "include\inverse_tonemap.h"
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float Contrast;
float PaperWhiteNits;
float MaxNits;
float Saturation;
float DisplayGamma;
} params;
#pragma parameter Contrast "Contrast" 3.75 0.0 10.0 0.05
2022-01-02 08:56:13 +11:00
#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 0.0 10000.0 10.0
#pragma parameter MaxNits "Peak Luminance" 700.0 0.0 10000.0 10.0
#pragma parameter Saturation "Saturation" 0.25 0.0 1.0 0.01
#pragma parameter DisplayGamma "Display Gamma" 2.2 0.0 5.0 0.1
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 source = texture(Source, vTexCoord);
vec3 sdr = pow(abs(source.rgb), vec3(params.Contrast / params.DisplayGamma)); /* Display Gamma - needs to be determined by calibration screen */
FragColor = vec4(InverseTonemap(sdr, params.MaxNits, params.PaperWhiteNits, params.Saturation), source.a);
}