slang-shaders/edge-smoothing/xbr/shaders/support/delinearize.slang

43 lines
984 B
Plaintext
Raw Normal View History

#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float OutputGamma;
} params;
#pragma parameter OutputGamma "OUTPUT GAMMA" 2.0 1.0 3.0 0.05
#define OutputGamma params.OutputGamma
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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()
{
// FragColor = pow(vec4(texture(Source, vTexCoord).rgb, 1.0), vec4(1.0 / 2.2));
FragColor = vec4(GAMMA_OUT(texture(Source, vTexCoord).rgb), 1.0);
}