2019-01-09 09:21:34 +11:00
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#version 450
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layout(push_constant) uniform Push
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{
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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;
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} params;
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2019-01-29 03:49:52 +11:00
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#pragma parameter WP "D65 to D50 strength %" 0.0 -100.0 100.0 5.0
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2019-01-09 09:21:34 +11:00
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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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} global;
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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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const mat3 D65 = mat3 (
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0.5767309, 0.2973769, 0.0270343,
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0.1855540, 0.6273491, 0.0706872,
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0.1881852, 0.0752741, 0.9911085);
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const mat3 D50 = mat3 (
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1.7552599, -0.5441336, 0.0063467,
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-0.4836786, 1.5068789, -0.0175761,
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-0.2530000, 0.0215528, 1.2256959);
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void main()
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{
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vec3 color = texture(Source, vTexCoord.xy).rgb;
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vec3 c65 = D65*color;
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vec3 c50 = D50*c65;
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float m = params.WP/100.0;
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color = (1.0-m)*color + m*c50;
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FragColor = vec4(color,1.0);
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}
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