slang-shaders/test/nonfunctional/shaders/mame/mame_chroma.slang

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#version 450
// license:BSD-3-Clause
// copyright-holders:W. M. Martinez
//-----------------------------------------------------------------------------
// Phosphor Chromaticity to sRGB Transform Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
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#include "mame_parameters.inc"
#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;
#define DiffuseSampler Source
#define mul(a,b) (b*a)
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vec3 YGain = vec3(global.ygain_r, global.ygain_g, global.ygain_b);
vec2 ChromaA = vec2(global.chromaa_x, global.chromaa_y);
vec2 ChromaB = vec2(global.chromab_x, global.chromab_y);
vec2 ChromaC = vec2(global.chromac_x, global.chromac_y);
const mat3 XYZ_TO_sRGB = mat3(
3.2406, -1.5372, -0.4986,
-0.9689, 1.8758, 0.0415,
0.0557, -0.2040, 1.0570);
void main()
{
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if(!Chromaticity)
{
FragColor = texture(Source, vTexCoord);
return;
}
else
{
vec4 cin = texture(DiffuseSampler, vTexCoord);
vec4 cout = vec4(0.0, 0.0, 0.0, cin.a);
mat3x2 xy = { ChromaA, ChromaB, ChromaC };
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for (int i = 0; i < 3; ++i) {
float Y = YGain[i] * cin[i];
float X = xy[i].x * (Y / xy[i].y);
float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y);
cout.rgb += mul(XYZ_TO_sRGB, vec3(X, Y, Z));
}
FragColor = cout;
}
}