slang-shaders/reshade/shaders/LUT/multiLUT.slang

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#version 450
// A version of the LUT shader that loads 2 LUTs.
// For use with Kurozumi's 64-bit colorspace LUTs.
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LUT_selector_param;
} params;
#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0
//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0
//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0
const float LUT_Size1 = 64.0;
const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs
int LUT_selector = int(params.LUT_selector_param);
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
// 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
vec4 mixfix(vec4 a, vec4 b, float c)
{
return (a.z < 1.0) ? mix(a, b, c) : a;
}
void main()
{
vec4 imgColor = texture(Source, vTexCoord.xy);
vec4 color1, color2 = vec4(0.,0.,0.,0.);
float red, green, blue1, blue2, mixer = 0.0;
if(LUT_selector == 1)
{
red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1);
green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1;
blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
color1 = texture( SamplerLUT1, vec2( blue1, green ));
color2 = texture( SamplerLUT1, vec2( blue2, green ));
}
if(LUT_selector == 2)
{
red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2);
green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2;
blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
color1 = texture( SamplerLUT2, vec2( blue1, green ));
color2 = texture( SamplerLUT2, vec2( blue2, green ));
}
FragColor = mixfix(color1, color2, mixer);
}