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misc/shaders/simple_color_controls.slang
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153
misc/shaders/simple_color_controls.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float SAT,BLACK,TEMP,SEGA,BRIGHTNESS,postbr,contrast,
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gamma_out_red,gamma_out_green,gamma_out_blue,
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gamma_in, mono, R,G,B;
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} params;
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#pragma parameter TEMP "Color Temperature in Kelvins" 9311.0 1031.0 12047.0 72.0
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#define TEMP params.TEMP
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#pragma parameter SAT "Saturation" 1.0 0.0 2.0 0.01
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#define SAT params.SAT
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#pragma parameter BRIGHTNESS "Brightness" 1.0 0.0 2.0 0.01
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#define BRIGHTNESS params.BRIGHTNESS
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#pragma parameter contrast "Contrast" 1.0 0.00 2.00 0.01
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#define contrast params.contrast
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#pragma parameter BLACK "Black Level" 0.0 -0.20 0.20 0.01
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#define BLACK params.BLACK
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#pragma parameter SEGA "SEGA Lum Fix" 0.0 0.0 1.0 1.0
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#define SEGA params.SEGA
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#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.01
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#define postbr params.postbr
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#pragma parameter gamma_in "Gamma In" 2.4 1.0 4.0 0.05
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#define gamma_in params.gamma_in
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#pragma parameter gamma_out_red "Gamma out Red" 2.2 1.0 4.0 0.05
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#define gamma_out_red params.gamma_out_red
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#pragma parameter gamma_out_green "Gamma out Green" 2.2 1.0 4.0 0.05
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#define gamma_out_green params.gamma_out_green
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#pragma parameter gamma_out_blue "Gamma out Blue" 2.2 1.0 4.0 0.05
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#define gamma_out_blue params.gamma_out_blue
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#pragma parameter mono "Mono Display On/Off" 0.0 0.0 1.0 1.0
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#define mono params.mono
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#pragma parameter R "Mono Red/Channel" 1.0 0.0 2.0 0.01
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#define R params.R
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#pragma parameter G "Mono Green/Channel" 1.0 0.0 2.0 0.01
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#define G params.G
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#pragma parameter B "Mono Blue/Channel" 1.0 0.0 2.0 0.01
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#define B params.B
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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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float saturate(float v)
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{
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return clamp(v, 0.0, 1.0);
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}
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vec3 ColorTemp(float temperatureInKelvins)
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{
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vec3 retColor;
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temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0;
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if (temperatureInKelvins <= 66.0)
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{
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retColor.r = 1.0;
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retColor.g = saturate(0.39008157876901960784 * log(temperatureInKelvins) - 0.63184144378862745098);
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}
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else
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{
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float t = temperatureInKelvins - 60.0;
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retColor.r = saturate(1.29293618606274509804 * pow(t, -0.1332047592));
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retColor.g = saturate(1.12989086089529411765 * pow(t, -0.0755148492));
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}
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if (temperatureInKelvins >= 66.0)
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retColor.b = 1.0;
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else if(temperatureInKelvins <= 19.0)
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retColor.b = 0.0;
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else
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retColor.b = saturate(0.54320678911019607843 * log(temperatureInKelvins - 10.0) - 1.19625408914);
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return retColor;
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}
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mat4 contrastMatrix(float contr)
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{
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float t = (1.0 - contr) / 2.0;
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return mat4(contr, 0, 0, 0,
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0, contr, 0, 0,
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0, 0, contr, 0,
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t, t, t, 1);
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}
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vec3 toGrayscale(vec3 color)
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{
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float average = (color.r + color.g + color.b) / 3.0;
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return vec3(average);
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}
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vec3 colorize(vec3 grayscale, vec3 color)
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{
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return (grayscale * color);
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}
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void main()
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{
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vec3 col = texture(Source,vTexCoord).rgb;
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col *= BRIGHTNESS;
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col = (contrastMatrix(contrast) * vec4(col,1.0)).rgb;
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//color temperature
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col *= ColorTemp(TEMP);
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//saturation
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float l = dot(col, vec3(0.3,0.6,0.1));
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col = mix(vec3(l), col, SAT);
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col = pow(col, vec3(gamma_in));
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//black level
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if (SEGA == 1.0) col *= 1.0625;
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col *= mix(1.0,postbr,l);
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col = pow(col, vec3(1.0/gamma_out_red,1.0,1.0));
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col = pow(col, vec3(1.0,1.0/gamma_out_green,1.0));
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col = pow(col, vec3(1.0,1.0,1.0/gamma_out_blue));
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col -= vec3(BLACK);
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col*= vec3(1.0)/vec3(1.0-BLACK);
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if (mono == 1.0)
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{
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vec3 col1 = toGrayscale (col);
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vec3 c = vec3(R, G, B);
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col = colorize (col1, c);
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}
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FragColor = vec4(col,1.0);
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}
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