mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
commit
836bd4f634
4
misc/grade-no-LUT.slangp
Normal file
4
misc/grade-no-LUT.slangp
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@ -0,0 +1,4 @@
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shaders = 1
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shader0 = shaders/grade-no-LUT.slang
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scale_type0 = viewport
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@ -4,11 +4,11 @@ shader0 = shaders/grade.slang
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scale_type0 = source
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textures = "SamplerLUT1;SamplerLUT2"
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SamplerLUT1 = "../crt/shaders/guest/advanced/lut/trinitron-lut.png"
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SamplerLUT1 = "../reshade/shaders/LUT/32.png"
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SamplerLUT1_linear = "true"
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SamplerLUT1_wrap_mode = "clamp_to_border"
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SamplerLUT1_mipmap = "false"
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SamplerLUT2 = "../crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
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SamplerLUT2 = "../reshade/shaders/LUT/64.png"
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SamplerLUT2_linear = "true"
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SamplerLUT2_wrap_mode = "clamp_to_border"
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SamplerLUT2_mipmap = "false"
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SamplerLUT2_mipmap = "false"
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@ -47,13 +47,13 @@ layout(push_constant) uniform Push
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License: Public domain
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*/
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#pragma parameter g_csize "Corner Size" 0.0 0.0 0.07 0.01
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#pragma parameter g_csize "Corner Size" 0.02 0.0 0.07 0.01
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#pragma parameter g_bsize "Border Smoothness" 600.0 100.0 600.0 25.0
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#pragma parameter g_flicker "Screen Flicker" 0.25 0.0 1.0 0.01
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#pragma parameter g_shaker "Screen Shake" 0.02 0.0 0.5 0.01
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#pragma parameter g_refltog "Reflection Toggle" 1.0 0.0 1.0 1.00
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#pragma parameter g_reflgrain "Refl. Deband Grain" 0.0 0.0 2.0 0.01
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#pragma parameter g_reflstr "Refl. Brightness" 0.25 0.0 1.0 0.01
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#pragma parameter g_reflstr "Refl. Brightness" 0.15 0.0 1.0 0.01
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#pragma parameter g_fresnel "Refl. Fresnel" 1.0 0.0 1.0 0.10
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#pragma parameter g_reflblur "Refl. Blur" 0.6 0.0 1.0 0.10
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#pragma parameter gz "Zoom" 1.2 1.0 1.5 0.01
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@ -71,10 +71,10 @@ layout(push_constant) uniform Push
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// https://www.desmos.com/calculator/1nfq4uubnx
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// PER = 2.0 for realistic (1.0 or less when using scanlines). Phosphor Index; it's the same as in the "grade" shader
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#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0
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#pragma parameter PH "AG Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0
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#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01
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#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1
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#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0
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#pragma parameter PH "AG Phosphor (0:RGB 1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0
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#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01
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#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1
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#define SW params.TO
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@ -188,7 +188,7 @@ vec3 afterglow(float Pho, vec3 decay)
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if (Pho == 3.0) { p_in = PAL; }
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// Phosphor Response / Cone Response
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vec3 p_res = (p_in / (vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192)) / 10.0);
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vec3 p_res = (p_in / (vec3(0.21259990334510803, 0.71517896652221680, 0.07222118973731995)) / 10.0);
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float decr = clamp((log(1. / p_res.r) + 0.2) / (decay.r), 0., 1.);
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float decg = clamp((log(1. / p_res.g) + 0.2) / (decay.g), 0., 1.);
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@ -233,7 +233,7 @@ void main()
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float prob = 0.5 + params.g_shaker / 3.0;
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float shaker = rand(float(global.FrameCount), 43758.5453) * \
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rand(float(global.FrameCount), 4.37585453) * params.g_shaker;
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shaker = shaker + shaker * round(rand(float(global.FrameCount), 53.7585453) * prob) * scale * clamp(params.g_shaker, 0., 0.01) * 100.;
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vec2 coords = vec2(params.gx, params.gy + shaker * 0.5);
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@ -263,12 +263,10 @@ void main()
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glow = normalize(pow(glow + vec3(0.001), vec3(sat)))*length(glow);
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vec3 glowl = pow(glow, vec3(2.2));
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vec3 colorl = pow(color, vec3(2.2));
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float glowY = glowl.r * 0.21265 + glowl.g * 0.71517 + glowl.b * 0.07218;
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float colorY = colorl.r * 0.21265 + colorl.g * 0.71517 + colorl.b * 0.07218;
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float glowY = dot(pow(glow, vec3(2.2)), vec3(0.21260, 0.71518, 0.07222));
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float colorY = dot(pow(color, vec3(2.2)), vec3(0.21260, 0.71518, 0.07222));
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vec3 colormax = (colorY > glowY) ? color : glow;
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vec3 colormax = (colorY > glowY) ? color : glow;
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color = (SW == 0.0) ? color : clamp(colormax,0.0,1.0);
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@ -335,7 +333,7 @@ void main()
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// Initialize the PRNG by hashing the position + a random uniform
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vec3 m = vec3(vTexCoord, randg(sin(vTexCoord.x / vTexCoord.y) * mod(global.FrameCount, 79) + 22.759)) + vec3(1.);
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float h = permute(permute(permute(m.x) + m.y) + m.z);
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if (GRAIN > 0.0)
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{
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vec3 noise;
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828
misc/shaders/grade-no-LUT.slang
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828
misc/shaders/grade-no-LUT.slang
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@ -0,0 +1,828 @@
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#version 450
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/*
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Grade - CRT emulated color manipulation shader
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Copyright (C) 2020-2023 Dogway (Jose Linares)
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float g_signal_type;
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float g_crtgamut;
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float g_space_out;
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float g_hue_degrees;
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float g_U_SHIFT;
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float g_V_SHIFT;
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float g_U_MUL;
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float g_V_MUL;
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float g_CRT_b;
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float g_CRT_c;
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float g_CRT_l;
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float g_lum_fix;
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float g_vstr;
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float g_vpower;
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float g_sat;
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float g_vibr;
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float g_lum;
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float g_cntrst;
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float g_mid;
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float g_lift;
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float blr;
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float blg;
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float blb;
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float wlr;
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float wlg;
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float wlb;
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float rg;
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float rb;
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float gr;
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float gb;
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float br;
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float bg;
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} params;
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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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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 g_vignette;
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float g_Dark_to_Dim;
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float wp_temperature;
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float g_CRT_br;
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float g_CRT_bg;
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float g_CRT_bb;
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float g_satr;
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float g_satg;
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float g_satb;
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} global;
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/*
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Grade (11-05-2023)
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> Ubershader grouping some monolithic color related shaders:
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::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT.
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> and the addition of:
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::analogue color emulation, phosphor gamut, color space + TRC support, vibrance, HUE vs SAT, vignette (shared by Syh), black level, rolled gain and sigmoidal contrast.
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**Thanks to those that helped me out keep motivated by continuous feedback and bug reports:
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**Syh, Nesguy, hunterk, and the libretro forum members.
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######################################...PRESETS...#######################################
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##########################################################################################
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### ###
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### PAL ###
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### Phosphor: 470BG (#3) ###
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### WP: D65 (6504K) (in practice more like 7000K-7500K range) ###
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### Saturation: -0.02 ###
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### ###
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### NTSC-U ###
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### Phosphor: P22/SMPTE-C (#1 #-3)(or a SMPTE-C based CRT phosphor gamut) ###
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### WP: D65 (6504K) (in practice more like 7000K-7500K range) ###
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### ###
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### NTSC-J (Default) ###
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### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ###
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### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8600K)###
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### ###
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### ###
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##########################################################################################
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##########################################################################################
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*/
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#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 0.0 0.0 1.0 1.0
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#pragma parameter g_crtgamut "Phosphor (-2:CRT-95s -1:P22-80s 1:P22-90s 2:NTSC-J 3:PAL)" 0.0 -3.0 3.0 1.0
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#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:DCI 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0
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#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 0.0 0.0 1.0 1.0
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// Analogue controls
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#pragma parameter g_hue_degrees "CRT Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01
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#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01
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#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01
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#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01
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#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01
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#pragma parameter g_CRT_b "CRT Brightness" 0.0 0.0 100.0 1.0
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#pragma parameter g_CRT_c "CRT Contrast" 100.0 50.0 150.0 1.0
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#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01
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#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01
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#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01
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#pragma parameter g_vignette "Vignette Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0
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#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01
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// Digital controls
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#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01
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#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05
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#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01
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#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0
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#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01
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#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05
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#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01
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#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01
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#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01
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#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01
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#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01
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#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01
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#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01
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#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01
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#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01
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#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01
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#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005
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#define M_PI 3.1415926535897932384626433832795/180.0
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#define signal params.g_signal_type
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#define crtgamut params.g_crtgamut
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#define SPC params.g_space_out
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#define hue_degrees params.g_hue_degrees
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#define U_SHIFT params.g_U_SHIFT
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#define V_SHIFT params.g_V_SHIFT
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#define U_MUL params.g_U_MUL
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#define V_MUL params.g_V_MUL
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#define g_CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461.
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#define lum_fix params.g_lum_fix
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#define vignette global.g_vignette
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#define vstr params.g_vstr
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#define vpower params.g_vpower
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#define g_sat params.g_sat
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#define vibr params.g_vibr
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#define beamr global.g_CRT_br
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#define beamg global.g_CRT_bg
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#define beamb global.g_CRT_bb
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#define satr global.g_satr
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#define satg global.g_satg
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#define satb global.g_satb
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#define lum params.g_lum
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#define cntrst params.g_cntrst
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#define mid params.g_mid
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#define lift params.g_lift
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#define blr params.blr
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#define blg params.blg
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#define blb params.blb
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#define wlr params.wlr
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#define wlg params.wlg
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#define wlb params.wlb
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#define rg params.rg
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#define rb params.rb
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#define gr params.gr
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#define gb params.gb
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#define br params.br
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#define bg params.bg
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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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||||
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///////////////////////// Color Space Transformations //////////////////////////
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// 'D65' based
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mat3 RGB_to_XYZ_mat(mat3 primaries) {
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vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324);
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vec3 T = RW * inverse(primaries);
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mat3 TB = mat3(
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T.x, 0, 0,
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0, T.y, 0,
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0, 0, T.z);
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return TB * primaries;
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}
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vec3 RGB_to_XYZ(vec3 RGB, mat3 primaries) {
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return RGB * RGB_to_XYZ_mat(primaries);
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}
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vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) {
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return XYZ * inverse(RGB_to_XYZ_mat(primaries));
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}
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vec3 XYZtoYxy(vec3 XYZ) {
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float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
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float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
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float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
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return vec3(XYZ.g, Yxyg, Yxyb);
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}
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vec3 YxytoXYZ(vec3 Yxy) {
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float Xs = Yxy.r * (Yxy.g/Yxy.b);
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float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0;
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vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
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return XYZ;
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}
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///////////////////////// White Point Mapping /////////////////////////
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//
|
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//
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// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J
|
||||
// PAL: 6503.512K NTSC-U: 6503.512K NTSC-J: ~8945.436K
|
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// [x:0.31266142 y:0.3289589] [x:0.281 y:0.311]
|
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|
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// For NTSC-J there's not a common agreed value, measured consumer units span from 8229.87K to 8945.623K with accounts for 8800K as well.
|
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// Recently it's been standardized to 9300K which is closer to what master monitors (and not consumer units) were (x=0.2838 y=0.2984) (~9177.98K)
|
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|
||||
|
||||
// "RGB to XYZ -> Temperature -> XYZ to RGB" joint matrix
|
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vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) {
|
||||
|
||||
float temp3 = 1000. / temperature;
|
||||
float temp6 = 1000000. / pow(temperature, 2.);
|
||||
float temp9 = 1000000000. / pow(temperature, 3.);
|
||||
|
||||
vec3 wp = vec3(1.);
|
||||
|
||||
wp.x = (temperature < 5500.) ? 0.244058 + 0.0989971 * temp3 + 2.96545 * temp6 - 4.59673 * temp9 : \
|
||||
(temperature < 8000.) ? 0.200033 + 0.9545630 * temp3 - 2.53169 * temp6 + 7.08578 * temp9 : \
|
||||
0.237045 + 0.2437440 * temp3 + 1.94062 * temp6 - 2.11004 * temp9 ;
|
||||
|
||||
wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2) + 0.0297408 * pow(wp.x,3);
|
||||
wp.z = 1. - wp.x - wp.y;
|
||||
|
||||
|
||||
vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); // D65 Reference White
|
||||
|
||||
const mat3 CAT16 = mat3(
|
||||
0.401288,-0.250268, -0.002079,
|
||||
0.650173, 1.204414, 0.048952,
|
||||
-0.051461, 0.045854, 0.953127);
|
||||
|
||||
vec3 VKV = (vec3(wp.x/wp.y,1.,wp.z/wp.y) * CAT16) / (RW * CAT16);
|
||||
|
||||
mat3 VK = mat3(
|
||||
VKV.x, 0.0, 0.0,
|
||||
0.0, VKV.y, 0.0,
|
||||
0.0, 0.0, VKV.z);
|
||||
|
||||
mat3 CAM = CAT16 * (VK * inverse(CAT16));
|
||||
|
||||
mat3 mata = RGB_to_XYZ_mat(primaries);
|
||||
mat3 matb = RGB_to_XYZ_mat(display);
|
||||
|
||||
return RGB.rgb * ((mata * CAM) * inverse(matb));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// CRT EOTF Function
|
||||
//----------------------------------------------------------------------
|
||||
|
||||
float EOTF_1886a(float color, float bl, float brightness, float contrast) {
|
||||
|
||||
// Defaults:
|
||||
// Black Level = 0.1
|
||||
// Brightness = 0
|
||||
// Contrast = 100
|
||||
|
||||
float wl = 100.0;
|
||||
float b = pow(bl, 1/2.4);
|
||||
float a = pow(wl, 1/2.4)-b;
|
||||
b = brightness>0 ? (brightness/286.+b/a) : b/a;
|
||||
a = contrast!=100 ? contrast/100. : 1;
|
||||
|
||||
float Vc = 0.35; // Offset
|
||||
float Lw = wl/100. * a; // White level
|
||||
float Lb = clamp(b * a,0.01,Vc); // Black level
|
||||
float a1 = 2.6; // Shoulder gamma
|
||||
float a2 = 3.0; // Knee gamma
|
||||
float k = Lw /pow(1 + Lb, a1);
|
||||
float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma
|
||||
|
||||
color = color >= Vc ? k * pow(color + Lb, a1 ) : sl * pow(color + Lb, a2 );
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 EOTF_1886a_f3( vec3 color, float BlackLevel, float brightness, float contrast) {
|
||||
|
||||
color.r = EOTF_1886a( color.r, BlackLevel, brightness, contrast);
|
||||
color.g = EOTF_1886a( color.g, BlackLevel, brightness, contrast);
|
||||
color.b = EOTF_1886a( color.b, BlackLevel, brightness, contrast);
|
||||
return color.rgb;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Monitor Curve Functions: https://github.com/ampas/aces-dev
|
||||
//----------------------------------------------------------------------
|
||||
|
||||
|
||||
float moncurve_f( float color, float gamma, float offs)
|
||||
{
|
||||
// Forward monitor curve
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
float fs = (( gamma - 1.0) / offs) * pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma);
|
||||
float xb = offs / ( gamma - 1.0);
|
||||
|
||||
color = ( color > xb) ? pow( ( color + offs) / ( 1.0 + offs), gamma) : color * fs;
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
vec3 moncurve_f_f3( vec3 color, float gamma, float offs)
|
||||
{
|
||||
color.r = moncurve_f( color.r, gamma, offs);
|
||||
color.g = moncurve_f( color.g, gamma, offs);
|
||||
color.b = moncurve_f( color.b, gamma, offs);
|
||||
return color.rgb;
|
||||
}
|
||||
|
||||
|
||||
float moncurve_r( float color, float gamma, float offs)
|
||||
{
|
||||
// Reverse monitor curve
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
float yb = pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma);
|
||||
float rs = pow( ( gamma - 1.0) / offs, gamma - 1.0) * pow( ( 1.0 + offs) / gamma, gamma);
|
||||
|
||||
color = ( color > yb) ? ( 1.0 + offs) * pow( color, 1.0 / gamma) - offs : color * rs;
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
vec3 moncurve_r_f3( vec3 color, float gamma, float offs)
|
||||
{
|
||||
color.r = moncurve_r( color.r, gamma, offs);
|
||||
color.g = moncurve_r( color.g, gamma, offs);
|
||||
color.b = moncurve_r( color.b, gamma, offs);
|
||||
return color.rgb;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------- Luma Functions ----------------------------
|
||||
|
||||
|
||||
// Performs better in gamma encoded space
|
||||
float contrast_sigmoid(float color, float cont, float pivot){
|
||||
|
||||
cont = pow(cont + 1., 3.);
|
||||
|
||||
float knee = 1. / (1. + exp(cont * pivot));
|
||||
float shldr = 1. / (1. + exp(cont * (pivot - 1.)));
|
||||
|
||||
color =(1. / (1. + exp(cont * (pivot - color))) - knee) / (shldr - knee);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
// Performs better in gamma encoded space
|
||||
float contrast_sigmoid_inv(float color, float cont, float pivot){
|
||||
|
||||
cont = pow(cont - 1., 3.);
|
||||
|
||||
float knee = 1. / (1. + exp (cont * pivot));
|
||||
float shldr = 1. / (1. + exp (cont * (pivot - 1.)));
|
||||
|
||||
color = pivot - log(1. / (color * (shldr - knee) + knee) - 1.) / cont;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
float rolled_gain(float color, float gain){
|
||||
|
||||
float gx = abs(gain) + 0.001;
|
||||
float anch = (gain > 0.0) ? 0.5 / (gx / 2.0) : 0.5 / gx;
|
||||
color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
vec3 rolled_gain_v3(vec3 color, float gain){
|
||||
|
||||
color.r = rolled_gain(color.r, gain);
|
||||
color.g = rolled_gain(color.g, gain);
|
||||
color.b = rolled_gain(color.b, gain);
|
||||
|
||||
return color.rgb;
|
||||
}
|
||||
|
||||
|
||||
float SatMask(float color_r, float color_g, float color_b)
|
||||
{
|
||||
float max_rgb = max(color_r, max(color_g, color_b));
|
||||
float min_rgb = min(color_r, min(color_g, color_b));
|
||||
float msk = clamp((max_rgb - min_rgb) / (max_rgb + min_rgb), 0.0, 1.0);
|
||||
return msk;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//---------------------- Range Expansion/Compression -------------------
|
||||
|
||||
// 0-235 YUV PAL
|
||||
// 0-235 YUV NTSC-J
|
||||
// 16-235 YUV NTSC
|
||||
|
||||
// to Studio Swing/Broadcast Safe/SMPTE legal/Limited Range
|
||||
vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing)
|
||||
{
|
||||
col *= 255.;
|
||||
vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.;
|
||||
|
||||
col.x = (luma_swing == 1.0) ? ((col.x * 219.) / 255.) + 16. : col.x;
|
||||
col.yz = (((col.yz - 128.) * (UVmax * 2.)) / 255.) + UVmax;
|
||||
return col.xyz / 255.;
|
||||
}
|
||||
|
||||
|
||||
// to Full Swing/Full Range
|
||||
vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing)
|
||||
{
|
||||
col *= 255.;
|
||||
vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.;
|
||||
|
||||
col.x = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x;
|
||||
col.yz = (((col.yz - UVmax) / (UVmax * 2.)) * 255.) + 128.;
|
||||
return col.xyz / 255.;
|
||||
}
|
||||
|
||||
|
||||
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
|
||||
|
||||
|
||||
|
||||
// Matrices in OpenGL column-major
|
||||
|
||||
|
||||
//----------------------- Y'UV color model -----------------------
|
||||
|
||||
|
||||
|
||||
// Bymax 0.885515
|
||||
// Rymax 0.701088
|
||||
// R'G'B' full range to Decorrelated Intermediate (Y,B-Y,R-Y)
|
||||
// Rows should sum to 0, except first one which sums 1
|
||||
const mat3 YByRy =
|
||||
mat3(
|
||||
0.298912, 0.586603, 0.114485,
|
||||
-0.298912,-0.586603, 0.885515,
|
||||
0.701088,-0.586603,-0.114485);
|
||||
|
||||
|
||||
// Umax 0.435812284313725
|
||||
// Vmax 0.615857694117647
|
||||
// YUV is defined with headroom and footroom (TV range),
|
||||
// we need to limit the excursion to 16-235.
|
||||
// This is still R'G'B' full to YUV full though
|
||||
vec3 r601_YUV(vec3 RGB) {
|
||||
|
||||
float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit
|
||||
float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit
|
||||
|
||||
mat3 conv_mat = mat3(
|
||||
vec3(YByRy[0]),
|
||||
vec3(sclU) * vec3(YByRy[1]),
|
||||
vec3(sclV) * vec3(YByRy[2]));
|
||||
|
||||
// -0.147111592156863 -0.288700692156863 0.435812284313725
|
||||
// 0.615857694117647 -0.515290478431373 -0.100567215686275
|
||||
return RGB.rgb * conv_mat;
|
||||
}
|
||||
|
||||
|
||||
vec3 YUV_r601(vec3 YUV) {
|
||||
|
||||
mat3 conv_mat = mat3(
|
||||
1.0000000, -0.000000029378826483, 1.1383928060531616,
|
||||
1.0000000, -0.396552562713623050, -0.5800843834877014,
|
||||
1.0000000, 2.031872510910034000, 0.0000000000000000);
|
||||
|
||||
return YUV.xyz * conv_mat;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//------------------------- LMS --------------------------
|
||||
|
||||
|
||||
// Hunt-Pointer-Estevez D65 cone response
|
||||
// modification for IPT model
|
||||
const mat3 LMS =
|
||||
mat3(
|
||||
0.4002, 0.7075, -0.0807,
|
||||
-0.2280, 1.1500, 0.0612,
|
||||
0.0000, 0.0000, 0.9184);
|
||||
|
||||
const mat3 IPT =
|
||||
mat3(
|
||||
0.4000, 0.4000, 0.2000,
|
||||
4.4550, -4.8510, 0.3960,
|
||||
0.8056, 0.3572, -1.1628);
|
||||
|
||||
|
||||
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
|
||||
|
||||
|
||||
//----------------------- Phosphor Gamuts -----------------------
|
||||
|
||||
////// STANDARDS ///////
|
||||
// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
|
||||
// SMPTE-C - Standard Phosphor (Rec.601 NTSC)
|
||||
// ILLUMINANT: D65->[0.31266142,0.3289589]
|
||||
const mat3 SMPTE170M_ph =
|
||||
mat3(
|
||||
0.630, 0.310, 0.155,
|
||||
0.340, 0.595, 0.070,
|
||||
0.030, 0.095, 0.775);
|
||||
|
||||
// ITU-R BT.470/601 (B/G)
|
||||
// EBU Tech.3213 PAL - Standard Phosphor for Studio Monitors
|
||||
// ILLUMINANT: D65->[0.31266142,0.3289589]
|
||||
const mat3 SMPTE470BG_ph =
|
||||
mat3(
|
||||
0.640, 0.290, 0.150,
|
||||
0.330, 0.600, 0.060,
|
||||
0.030, 0.110, 0.790);
|
||||
|
||||
// NTSC-J P22
|
||||
// Mix between averaging KV-20M20, KDS VS19, Dell D93, 4-TR-B09v1_0.pdf and Phosphor Handbook 'P22'
|
||||
// ILLUMINANT: D93->[0.281000,0.311000] (CCT of 8945.436K)
|
||||
// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series
|
||||
const mat3 P22_J_ph =
|
||||
mat3(
|
||||
0.625, 0.280, 0.152,
|
||||
0.350, 0.605, 0.062,
|
||||
0.025, 0.115, 0.786);
|
||||
|
||||
|
||||
|
||||
////// P22 ///////
|
||||
// You can run any of these P22 primaries either through D65 or D93 indistinctly but typically these were D65 based.
|
||||
// P22_80 is roughly the same as the old P22 gamut in Grade 2020. P22 1979-1994 meta measurement.
|
||||
// ILLUMINANT: D65->[0.31266142,0.3289589]
|
||||
const mat3 P22_80s_ph =
|
||||
mat3(
|
||||
0.6470, 0.2820, 0.1472,
|
||||
0.3430, 0.6200, 0.0642,
|
||||
0.0100, 0.0980, 0.7886);
|
||||
|
||||
// P22 improved with tinted phosphors (Use this for NTSC-U 16-bits, and above for 8-bits)
|
||||
const mat3 P22_90s_ph =
|
||||
mat3(
|
||||
0.6661, 0.3134, 0.1472,
|
||||
0.3329, 0.6310, 0.0642,
|
||||
0.0010, 0.0556, 0.7886);
|
||||
|
||||
// CRT for Projection Tubes for NTSC-U late 90s, early 00s
|
||||
const mat3 CRT_95s_ph =
|
||||
mat3(
|
||||
0.640, 0.341, 0.150,
|
||||
0.335, 0.586, 0.070,
|
||||
0.025, 0.073, 0.780);
|
||||
|
||||
|
||||
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
|
||||
|
||||
//----------------------- Display Primaries -----------------------
|
||||
|
||||
// sRGB (IEC 61966-2-1) and ITU-R BT.709-6 (originally CCIR Rec.709)
|
||||
const mat3 sRGB_prims =
|
||||
mat3(
|
||||
0.640, 0.300, 0.150,
|
||||
0.330, 0.600, 0.060,
|
||||
0.030, 0.100, 0.790);
|
||||
|
||||
// Adobe RGB (1998)
|
||||
const mat3 Adobe_prims =
|
||||
mat3(
|
||||
0.640, 0.210, 0.150,
|
||||
0.330, 0.710, 0.060,
|
||||
0.030, 0.080, 0.790);
|
||||
|
||||
// BT-2020/BT-2100 (from 630nm, 532nm and 467nm)
|
||||
const mat3 rec2020_prims =
|
||||
mat3(
|
||||
0.707917792, 0.170237195, 0.131370635,
|
||||
0.292027109, 0.796518542, 0.045875976,
|
||||
0.000055099, 0.033244263, 0.822753389);
|
||||
|
||||
// SMPTE RP 432-2 (DCI-P3)
|
||||
const mat3 DCIP3_prims =
|
||||
mat3(
|
||||
0.680, 0.265, 0.150,
|
||||
0.320, 0.690, 0.060,
|
||||
0.000, 0.045, 0.790);
|
||||
|
||||
|
||||
|
||||
|
||||
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
|
||||
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations.
|
||||
float lum_exp = (lum_fix == 1.0) ? (255./239.) : 1.;
|
||||
|
||||
vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
|
||||
|
||||
// Clipping Logic / Gamut Limiting
|
||||
vec2 UVmax = vec2(0.435812284313725, 0.615857694117647);
|
||||
|
||||
// Assumes framebuffer in Rec.601 full range with baked gamma
|
||||
vec3 col = clamp(r601_YUV(src), vec3(0.0, -UVmax.x, -UVmax.y) , \
|
||||
vec3(1.0, UVmax.x, UVmax.y));
|
||||
|
||||
col = crtgamut < 2.0 ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0) : col;
|
||||
|
||||
|
||||
// YUV Analogue Color Controls (HUE + Color Shift + Color Burst)
|
||||
float hue_radians = hue_degrees * M_PI;
|
||||
float hue = atan(col.z, col.y) + hue_radians;
|
||||
float chroma = sqrt(col.z * col.z + col.y * col.y);
|
||||
col = vec3(col.x, chroma * cos(hue), chroma * sin(hue));
|
||||
|
||||
col.y = (mod((col.y + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL;
|
||||
col.z = (mod((col.z + 1.0) + V_SHIFT, 2.0) - 1.0) * V_MUL;
|
||||
|
||||
// Back to RGB
|
||||
col = crtgamut < 2.0 ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0) : col;
|
||||
col = clamp(YUV_r601(col), 0., 1.);
|
||||
|
||||
// CRT EOTF. To Display Referred Linear: Undo developer baked CRT gamma (from 2.40 at default 0.1 CRT black level, to 2.61 at 0.0 CRT black level)
|
||||
col = EOTF_1886a_f3(col, g_CRT_l, params.g_CRT_b, params.g_CRT_c);
|
||||
|
||||
|
||||
//_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
|
||||
// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
|
||||
|
||||
|
||||
|
||||
// HUE vs HUE
|
||||
vec4 screen = vec4(max(col, 0.0), 1.0);
|
||||
|
||||
// r g b alpha ; alpha does nothing for our purposes
|
||||
mat4 color = mat4(wlr, rg, rb, 0.0, //red tint
|
||||
gr, wlg, gb, 0.0, //green tint
|
||||
br, bg, wlb, 0.0, //blue tint
|
||||
blr/20., blg/20., blb/20., 0.0); //black tint
|
||||
|
||||
screen *= transpose(color);
|
||||
|
||||
|
||||
// CRT Phosphor Gamut (0.0 is noop)
|
||||
mat3 m_in;
|
||||
|
||||
if (crtgamut == -3.0) { m_in = SMPTE170M_ph; } else
|
||||
if (crtgamut == -2.0) { m_in = CRT_95s_ph; } else
|
||||
if (crtgamut == -1.0) { m_in = P22_80s_ph; } else
|
||||
if (crtgamut == 0.0) { m_in = sRGB_prims; } else
|
||||
if (crtgamut == 1.0) { m_in = P22_90s_ph; } else
|
||||
if (crtgamut == 2.0) { m_in = P22_J_ph; } else
|
||||
if (crtgamut == 3.0) { m_in = SMPTE470BG_ph; }
|
||||
|
||||
m_in = (global.LUT1_toggle == 0.0) ? m_in : sRGB_prims;
|
||||
|
||||
// Display color space
|
||||
mat3 m_ou;
|
||||
|
||||
if (SPC == 1.0) { m_ou = DCIP3_prims; } else
|
||||
if (SPC == 2.0) { m_ou = rec2020_prims; } else
|
||||
if (SPC == 3.0) { m_ou = Adobe_prims; } else
|
||||
{ m_ou = sRGB_prims; }
|
||||
|
||||
|
||||
// White Point Mapping
|
||||
col = wp_adjust(screen.rgb, global.wp_temperature, m_in, m_ou);
|
||||
|
||||
|
||||
// SAT + HUE vs SAT (in IPT space)
|
||||
vec3 coeff = RGB_to_XYZ_mat(m_in)[1];
|
||||
|
||||
vec3 src_h = RGB_to_XYZ(screen.rgb, m_in) * LMS;
|
||||
src_h.x = src_h.x >= 0.0 ? pow(src_h.x, 0.43) : -pow(-src_h.x, 0.43);
|
||||
src_h.y = src_h.y >= 0.0 ? pow(src_h.y, 0.43) : -pow(-src_h.y, 0.43);
|
||||
src_h.z = src_h.z >= 0.0 ? pow(src_h.z, 0.43) : -pow(-src_h.z, 0.43);
|
||||
|
||||
src_h.xyz *= IPT;
|
||||
|
||||
float hue_at = atan(src_h.z, src_h.y);
|
||||
chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
|
||||
|
||||
// red 320º green 220º blue 100º
|
||||
float hue_radians_r = 320.0 * M_PI;
|
||||
float hue_r = cos(hue_at + hue_radians_r);
|
||||
|
||||
float hue_radians_g = 220.0 * M_PI;
|
||||
float hue_g = cos(hue_at + hue_radians_g);
|
||||
|
||||
float hue_radians_b = 100.0 * M_PI;
|
||||
float hue_b = cos(hue_at + hue_radians_b);
|
||||
|
||||
float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0., 1.), -vec3(satr, satg, satb));
|
||||
src_h = mix(col, vec3(dot(coeff, col)), msk);
|
||||
|
||||
float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \
|
||||
1.0 - (SatMask(src_h.x, src_h.y, src_h.z) * vibr) ;
|
||||
|
||||
float sat = g_sat + 1.0;
|
||||
float msat = 1.0 - sat;
|
||||
float msatx = msat * coeff.x;
|
||||
float msaty = msat * coeff.y;
|
||||
float msatz = msat * coeff.z;
|
||||
|
||||
mat3 adjust = mat3(msatx + sat, msatx , msatx ,
|
||||
msaty , msaty + sat, msaty ,
|
||||
msatz , msatz , msatz + sat);
|
||||
|
||||
|
||||
src_h = mix(src_h, adjust * src_h, clamp(sat_msk, 0., 1.));
|
||||
src_h = clamp(src_h*vec3(beamr,beamg,beamb),0.0,1.0);
|
||||
|
||||
|
||||
|
||||
// Sigmoidal Luma Contrast under 'Yxy' decorrelated model (in gamma space)
|
||||
vec3 Yxy = XYZtoYxy(RGB_to_XYZ(src_h, m_ou));
|
||||
float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0., 1.);
|
||||
toGamma = (Yxy.r > 0.5) ? contrast_sigmoid_inv(toGamma, 2.3, 0.5) : toGamma;
|
||||
float sigmoid = (cntrst > 0.0) ? contrast_sigmoid(toGamma, cntrst, mid) : contrast_sigmoid_inv(toGamma, cntrst, mid);
|
||||
vec3 contrast = vec3(moncurve_f(sigmoid, 2.40, 0.055), Yxy.g, Yxy.b);
|
||||
vec3 XYZsrgb = XYZ_to_RGB(YxytoXYZ(contrast), m_ou);
|
||||
contrast = (cntrst == 0.0) ? src_h : XYZsrgb;
|
||||
|
||||
|
||||
// Lift + Gain -PP Digital Controls- (Could do in Yxy but performance reasons)
|
||||
src_h = clamp(rolled_gain_v3(contrast, clamp(lum, -0.49, 0.99)), 0., 1.);
|
||||
src_h += (lift / 20.0) * (1.0 - contrast);
|
||||
|
||||
|
||||
|
||||
// Vignetting & Black Level (in linear space, so after EOTF^-1 it's power shaped; 0.5 thres converts to ~0.75)
|
||||
vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy);
|
||||
|
||||
vpos *= 1.0 - vpos.xy;
|
||||
float vig = vpos.x * vpos.y * vstr;
|
||||
vig = min(pow(vig, vpower), 1.0);
|
||||
vig = vig >= 0.5 ? smoothstep(0,1,vig) : vig;
|
||||
|
||||
src_h *= (vignette == 1.0) ? vig : 1.0;
|
||||
|
||||
|
||||
// Dark to Dim adaptation OOTF; only for 709 and 2020
|
||||
vec3 src_D = global.g_Dark_to_Dim > 0.0 ? pow(src_h,vec3(0.9811)) : src_h;
|
||||
|
||||
// EOTF^-1 - Inverted Electro-Optical Transfer Function
|
||||
vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./(563./256.))), 0., 1.) : \
|
||||
(SPC == 2.0) ? moncurve_r_f3(src_D, 2.20 + 0.022222, 0.0993) : \
|
||||
(SPC == 1.0) ? clamp(pow(src_h, vec3(1./(2.20 + 0.40))), 0., 1.) : \
|
||||
(SPC == 0.0) ? moncurve_r_f3(src_h, 2.20 + 0.20, 0.0550) : \
|
||||
clamp(pow( src_D, vec3(1./(2.20 + 0.20))), 0., 1.) ;
|
||||
|
||||
|
||||
FragColor = vec4(TRC, 1.0);
|
||||
}
|
File diff suppressed because it is too large
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Reference in a new issue