From d425ae89f24c854aa047c2603eb17f68cb2b59d3 Mon Sep 17 00:00:00 2001 From: Dogway <13509598+Dogway@users.noreply.github.com> Date: Thu, 11 May 2023 14:52:24 +0100 Subject: [PATCH 1/2] grade - refactor --- misc/grade-no-LUT.slangp | 4 + misc/grade.slangp | 6 +- misc/shaders/grade-no-LUT.slang | 828 +++++++++++++++++++++++++++++ misc/shaders/grade.slang | 911 +++++++++++++++----------------- 4 files changed, 1271 insertions(+), 478 deletions(-) create mode 100644 misc/grade-no-LUT.slangp create mode 100644 misc/shaders/grade-no-LUT.slang diff --git a/misc/grade-no-LUT.slangp b/misc/grade-no-LUT.slangp new file mode 100644 index 0000000..004f09c --- /dev/null +++ b/misc/grade-no-LUT.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/grade-no-LUT.slang +scale_type0 = viewport diff --git a/misc/grade.slangp b/misc/grade.slangp index 6fdd2a8..002754b 100644 --- a/misc/grade.slangp +++ b/misc/grade.slangp @@ -4,11 +4,11 @@ shader0 = shaders/grade.slang scale_type0 = source textures = "SamplerLUT1;SamplerLUT2" -SamplerLUT1 = "../crt/shaders/guest/advanced/lut/trinitron-lut.png" +SamplerLUT1 = "../reshade/shaders/LUT/32.png" SamplerLUT1_linear = "true" SamplerLUT1_wrap_mode = "clamp_to_border" SamplerLUT1_mipmap = "false" -SamplerLUT2 = "../crt/shaders/guest/advanced/lut/inv-trinitron-lut.png" +SamplerLUT2 = "../reshade/shaders/LUT/64.png" SamplerLUT2_linear = "true" SamplerLUT2_wrap_mode = "clamp_to_border" -SamplerLUT2_mipmap = "false" +SamplerLUT2_mipmap = "false" \ No newline at end of file diff --git a/misc/shaders/grade-no-LUT.slang b/misc/shaders/grade-no-LUT.slang new file mode 100644 index 0000000..5d92b48 --- /dev/null +++ b/misc/shaders/grade-no-LUT.slang @@ -0,0 +1,828 @@ +#version 450 + +/* + Grade - CRT emulated color manipulation shader + + Copyright (C) 2020-2023 Dogway (Jose Linares) + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + + +layout(push_constant) uniform Push +{ + float g_signal_type; + float g_crtgamut; + float g_space_out; + float g_hue_degrees; + float g_U_SHIFT; + float g_V_SHIFT; + float g_U_MUL; + float g_V_MUL; + float g_CRT_b; + float g_CRT_c; + float g_CRT_l; + float g_lum_fix; + float g_vstr; + float g_vpower; + float g_sat; + float g_vibr; + float g_lum; + float g_cntrst; + float g_mid; + float g_lift; + float blr; + float blg; + float blb; + float wlr; + float wlg; + float wlb; + float rg; + float rb; + float gr; + float gb; + float br; + float bg; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float g_vignette; + float g_Dark_to_Dim; + float wp_temperature; + float g_CRT_br; + float g_CRT_bg; + float g_CRT_bb; + float g_satr; + float g_satg; + float g_satb; +} global; + +/* + Grade (11-05-2023) + > Ubershader grouping some monolithic color related shaders: + ::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT. + > and the addition of: + ::analogue color emulation, phosphor gamut, color space + TRC support, vibrance, HUE vs SAT, vignette (shared by Syh), black level, rolled gain and sigmoidal contrast. + + **Thanks to those that helped me out keep motivated by continuous feedback and bug reports: + **Syh, Nesguy, hunterk, and the libretro forum members. + + + ######################################...PRESETS...####################################### + ########################################################################################## + ### ### + ### PAL ### + ### Phosphor: 470BG (#3) ### + ### WP: D65 (6504K) (in practice more like 7000K-7500K range) ### + ### Saturation: -0.02 ### + ### ### + ### NTSC-U ### + ### Phosphor: P22/SMPTE-C (#1 #-3)(or a SMPTE-C based CRT phosphor gamut) ### + ### WP: D65 (6504K) (in practice more like 7000K-7500K range) ### + ### ### + ### NTSC-J (Default) ### + ### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ### + ### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8600K)### + ### ### + ### ### + ########################################################################################## + ########################################################################################## +*/ + + +#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 0.0 0.0 1.0 1.0 +#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 +#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 +#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 0.0 0.0 1.0 1.0 + +// Analogue controls +#pragma parameter g_hue_degrees "CRT Hue" 0.0 -360.0 360.0 1.0 +#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01 +#pragma parameter g_CRT_b "CRT Brightness" 0.0 0.0 100.0 1.0 +#pragma parameter g_CRT_c "CRT Contrast" 100.0 50.0 150.0 1.0 +#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01 +#pragma parameter g_vignette "Vignette Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0 +#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01 + +// Digital controls +#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 +#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01 +#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05 +#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01 +#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0 +#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01 +#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05 +#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01 +#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01 +#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01 +#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01 +#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01 +#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01 +#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01 +#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01 +#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01 +#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01 +#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005 + +#define M_PI 3.1415926535897932384626433832795/180.0 +#define signal params.g_signal_type +#define crtgamut params.g_crtgamut +#define SPC params.g_space_out +#define hue_degrees params.g_hue_degrees +#define U_SHIFT params.g_U_SHIFT +#define V_SHIFT params.g_V_SHIFT +#define U_MUL params.g_U_MUL +#define V_MUL params.g_V_MUL +#define g_CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461. +#define lum_fix params.g_lum_fix +#define vignette global.g_vignette +#define vstr params.g_vstr +#define vpower params.g_vpower +#define g_sat params.g_sat +#define vibr params.g_vibr +#define beamr global.g_CRT_br +#define beamg global.g_CRT_bg +#define beamb global.g_CRT_bb +#define satr global.g_satr +#define satg global.g_satg +#define satb global.g_satb +#define lum params.g_lum +#define cntrst params.g_cntrst +#define mid params.g_mid +#define lift params.g_lift +#define blr params.blr +#define blg params.blg +#define blb params.blb +#define wlr params.wlr +#define wlg params.wlg +#define wlb params.wlb +#define rg params.rg +#define rb params.rb +#define gr params.gr +#define gb params.gb +#define br params.br +#define bg params.bg + +#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; + + + +///////////////////////// Color Space Transformations ////////////////////////// + +// 'D65' based +mat3 RGB_to_XYZ_mat(mat3 primaries) { + + vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); + + vec3 T = RW * inverse(primaries); + + mat3 TB = mat3( + T.x, 0, 0, + 0, T.y, 0, + 0, 0, T.z); + + return TB * primaries; +} + + +vec3 RGB_to_XYZ(vec3 RGB, mat3 primaries) { + + return RGB * RGB_to_XYZ_mat(primaries); +} + +vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) { + + return XYZ * inverse(RGB_to_XYZ_mat(primaries)); +} + + + +vec3 XYZtoYxy(vec3 XYZ) { + + float XYZrgb = XYZ.r+XYZ.g+XYZ.b; + float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; + float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb; + return vec3(XYZ.g, Yxyg, Yxyb); +} + +vec3 YxytoXYZ(vec3 Yxy) { + + float Xs = Yxy.r * (Yxy.g/Yxy.b); + float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0; + vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r); + return XYZ; +} + + +///////////////////////// White Point Mapping ///////////////////////// +// +// +// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J +// PAL: 6503.512K NTSC-U: 6503.512K NTSC-J: ~8945.436K +// [x:0.31266142 y:0.3289589] [x:0.281 y:0.311] + +// 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. +// 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) + + +// "RGB to XYZ -> Temperature -> XYZ to RGB" joint matrix +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); +} \ No newline at end of file diff --git a/misc/shaders/grade.slang b/misc/shaders/grade.slang index d5d58f8..741ee5e 100644 --- a/misc/shaders/grade.slang +++ b/misc/shaders/grade.slang @@ -1,19 +1,41 @@ #version 450 +/* + Grade - CRT emulated color manipulation shader + + Copyright (C) 2020-2023 Dogway (Jose Linares) + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + + layout(push_constant) uniform Push { - float g_gamma_in; - float g_gamma_out; float g_signal_type; float g_crtgamut; float g_space_out; float g_hue_degrees; - float g_I_SHIFT; - float g_Q_SHIFT; - float g_I_MUL; - float g_Q_MUL; + float g_U_SHIFT; + float g_V_SHIFT; + float g_U_MUL; + float g_V_MUL; + float g_CRT_b; + float g_CRT_c; + float g_CRT_l; float g_lum_fix; - float g_vignette; float g_vstr; float g_vpower; float g_sat; @@ -43,7 +65,12 @@ layout(std140, set = 0, binding = 0) uniform UBO vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float g_vignette; + float g_Dark_to_Dim; float wp_temperature; + float g_CRT_br; + float g_CRT_bg; + float g_CRT_bb; float g_satr; float g_satg; float g_satb; @@ -54,15 +81,12 @@ layout(std140, set = 0, binding = 0) uniform UBO } global; /* - Grade + Grade (11-05-2023) > Ubershader grouping some monolithic color related shaders: ::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT. > and the addition of: ::analogue color emulation, phosphor gamut, color space + TRC support, vibrance, HUE vs SAT, vignette (shared by Syh), black level, rolled gain and sigmoidal contrast. - Author: Dogway - License: Public domain - **Thanks to those that helped me out keep motivated by continuous feedback and bug reports: **Syh, Nesguy, hunterk, and the libretro forum members. @@ -71,23 +95,17 @@ layout(std140, set = 0, binding = 0) uniform UBO ########################################################################################## ### ### ### PAL ### - ### Phosphor: EBU (#3) (or an EBU T3213 based CRT phosphor gamut) ### - ### WP: D65 (6504K) (in practice more like ~7500K) ### - ### TRC: 2.8 SMPTE-C Gamma ### + ### Phosphor: 470BG (#3) ### + ### WP: D65 (6504K) (in practice more like 7000K-7500K range) ### ### Saturation: -0.02 ### ### ### ### NTSC-U ### - ### Phosphor: P22/SMPTE-C (#1 #-1)(or a SMPTE-C based CRT phosphor gamut) ### - ### WP: D65 (6504K) (in practice more like ~7500K) ### - ### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ### + ### Phosphor: P22/SMPTE-C (#1 #-3)(or a SMPTE-C based CRT phosphor gamut) ### + ### WP: D65 (6504K) (in practice more like 7000K-7500K range) ### ### ### ### NTSC-J (Default) ### ### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ### - ### WP: 9300K+27MPCD (8942K) (CCT from x:0.281 y:0.311) ### - ### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ### - ### ### - ### *Despite the standard of 2.22, a more faithful approximation to CRT... ### - ### ...is to use a gamma (SMPTE-C type) with a value of 2.35-2.55. ### + ### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8600K)### ### ### ### ### ########################################################################################## @@ -95,26 +113,34 @@ layout(std140, set = 0, binding = 0) uniform UBO */ -#pragma parameter g_gamma_in "Game Embedded Gamma" 2.222 1.80 3.0 0.05 -#pragma parameter g_gamma_out "CRT Electron Gun Gamma" 2.50 1.80 3.0 0.05 -#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0 -#pragma parameter g_crtgamut "Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 -4.0 3.0 1.0 -#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 +#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0 +#pragma parameter g_crtgamut "Phosphor (-2:CRT-95s -1:P22-80s 1:P22-90s 2:NTSC-J 3:PAL)" 2.0 -3.0 3.0 1.0 +#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 +#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 1.0 0.0 1.0 1.0 -#pragma parameter g_hue_degrees "Hue" 0.0 -360.0 360.0 1.0 -#pragma parameter g_I_SHIFT "I/U Shift" 0.0 -0.2 0.2 0.01 -#pragma parameter g_Q_SHIFT "Q/V Shift" 0.0 -0.2 0.2 0.01 -#pragma parameter g_I_MUL "I/U Multiplier" 1.0 0.0 2.0 0.01 -#pragma parameter g_Q_MUL "Q/V Multiplier" 1.0 0.0 2.0 0.01 +// Analogue controls +#pragma parameter g_hue_degrees "CRT Hue" 0.0 -360.0 360.0 1.0 +#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01 +#pragma parameter g_CRT_b "CRT Brightness" 0.0 0.0 100.0 1.0 +#pragma parameter g_CRT_c "CRT Contrast" 100.0 50.0 150.0 1.0 +#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01 +#pragma parameter g_vignette "Vignette Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter g_vstr "Vignette Strength" 50.0 0.0 50.0 1.0 +#pragma parameter g_vpower "Vignette Power" 0.50 0.0 0.5 0.01 + +// Digital controls #pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 -#pragma parameter g_vignette "Vignette Toggle" 1.0 0.0 1.0 1.0 -#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0 -#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01 #pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01 #pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05 #pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01 -#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0 -#pragma parameter g_sat "Saturation" 0.0 -1.0 2.0 0.01 +#pragma parameter wp_temperature "White Point" 8604.0 5004.0 12004.0 100.0 +#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01 #pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05 #pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01 #pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01 @@ -132,28 +158,30 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005 #pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005 #pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter LUT_Size1 "LUT Size 1" 16.0 8.0 64.0 16.0 +#pragma parameter LUT_Size1 "LUT Size 1" 32.0 8.0 64.0 16.0 #pragma parameter LUT1_toggle "LUT 1 Toggle" 0.0 0.0 1.0 1.0 #pragma parameter LUT_Size2 "LUT Size 2" 64.0 0.0 64.0 16.0 #pragma parameter LUT2_toggle "LUT 2 Toggle" 0.0 0.0 1.0 1.0 -#define M_PI 3.1415926535897932384626433832795 -#define gamma_in params.g_gamma_in -#define gamma_out params.g_gamma_out +#define M_PI 3.1415926535897932384626433832795/180.0 #define signal params.g_signal_type #define crtgamut params.g_crtgamut #define SPC params.g_space_out #define hue_degrees params.g_hue_degrees -#define I_SHIFT params.g_I_SHIFT -#define Q_SHIFT params.g_Q_SHIFT -#define I_MUL params.g_I_MUL -#define Q_MUL params.g_Q_MUL +#define U_SHIFT params.g_U_SHIFT +#define V_SHIFT params.g_V_SHIFT +#define U_MUL params.g_U_MUL +#define V_MUL params.g_V_MUL +#define g_CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461. #define lum_fix params.g_lum_fix -#define vignette params.g_vignette +#define vignette global.g_vignette #define vstr params.g_vstr #define vpower params.g_vpower #define g_sat params.g_sat #define vibr params.g_vibr +#define beamr global.g_CRT_br +#define beamg global.g_CRT_bg +#define beamb global.g_CRT_bb #define satr global.g_satr #define satg global.g_satg #define satb global.g_satb @@ -193,70 +221,38 @@ layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1; layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; + ///////////////////////// Color Space Transformations ////////////////////////// +// 'D65' based +mat3 RGB_to_XYZ_mat(mat3 primaries) { + vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); -vec3 XYZ_to_RGB(vec3 XYZ, float CSPC){ + vec3 T = RW * inverse(primaries); - // to sRGB - const mat3x3 sRGB = mat3x3( - 3.24081254005432130, -0.969243049621582000, 0.055638398975133896, - -1.53730857372283940, 1.875966310501098600, -0.204007431864738460, - -0.49858659505844116, 0.041555050760507584, 1.057129383087158200); + mat3 TB = mat3( + T.x, 0, 0, + 0, T.y, 0, + 0, 0, T.z); - // to DCI-P3 -D65- - const mat3x3 DCIP3 = mat3x3( - 2.49339652061462400, -0.82948720455169680, 0.035850685089826584, - -0.93134605884552000, 1.76266026496887200, -0.076182708144187930, - -0.40269458293914795, 0.023624641820788383, 0.957014024257659900); - - // to Rec.2020 - const mat3x3 rec2020 = mat3x3( - 1.71660947799682620, -0.66668272018432620, 0.017642205581068993, - -0.35566213726997375, 1.61647748947143550, -0.042776308953762054, - -0.25336012244224550, 0.01576850563287735, 0.942228555679321300); - - // to AdobeRGB - const mat3x3 Adobe = mat3x3( - 2.0415899753570557, -0.96924000978469850, 0.013439999893307686, - -0.5650100111961365, 1.87597000598907470, -0.118359997868537900, - -0.3447299897670746, 0.04156000167131424, 1.015169978141784700); - - return (CSPC == 3.0) ? Adobe * XYZ : (CSPC == 2.0) ? rec2020 * XYZ : (CSPC == 1.0) ? DCIP3 * XYZ : sRGB * XYZ; -} - -vec3 RGB_to_XYZ(vec3 RGB, float CSPC){ - - // from sRGB - const mat3x3 sRGB = mat3x3( - 0.41241079568862915, 0.21264933049678802, 0.019331756979227066, - 0.35758456587791443, 0.71516913175582890, 0.119194857776165010, - 0.18045382201671600, 0.07218152284622192, 0.950390160083770800); - - // from DCI-P3 -D65- - const mat3x3 DCIP3 = mat3x3( - 0.48659050464630127, 0.22898375988006592, 0.00000000000000000, - 0.26566821336746216, 0.69173991680145260, 0.04511347413063049, - 0.19819043576717377, 0.07927616685628891, 1.04380297660827640); - - // from Rec.2020 - const mat3x3 rec2020 = mat3x3( - 0.63697350025177000, 0.24840137362480164, 0.00000000000000000, - 0.15294560790061950, 0.67799961566925050, 0.04253686964511871, - 0.11785808950662613, 0.03913172334432602, 1.06084382534027100); - - // from AdobeRGB - const mat3x3 Adobe = mat3x3( - 0.57666999101638790, 0.2973400056362152, 0.02703000046312809, - 0.18556000292301178, 0.6273599863052368, 0.07068999856710434, - 0.18822999298572540, 0.0752900019288063, 0.9913399815559387); - - return (CSPC == 3.0) ? Adobe * RGB : (CSPC == 2.0) ? rec2020 * RGB : (CSPC == 1.0) ? DCIP3 * RGB : sRGB * RGB; + return TB * primaries; } -vec3 XYZtoYxy(vec3 XYZ){ +vec3 RGB_to_XYZ(vec3 RGB, mat3 primaries) { + + return RGB * RGB_to_XYZ_mat(primaries); +} + +vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) { + + return XYZ * inverse(RGB_to_XYZ_mat(primaries)); +} + + + +vec3 XYZtoYxy(vec3 XYZ) { float XYZrgb = XYZ.r+XYZ.g+XYZ.b; float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; @@ -264,7 +260,7 @@ vec3 XYZtoYxy(vec3 XYZ){ return vec3(XYZ.g, Yxyg, Yxyb); } -vec3 YxytoXYZ(vec3 Yxy){ +vec3 YxytoXYZ(vec3 Yxy) { float Xs = Yxy.r * (Yxy.g/Yxy.b); float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0; @@ -272,41 +268,99 @@ vec3 YxytoXYZ(vec3 Yxy){ return XYZ; } + ///////////////////////// White Point Mapping ///////////////////////// // // -// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J NTSC-FCC: C -// PAL: 6504K NTSC-U: 6504K NTSC-J: 8942K NTSC-FCC: 6780K -// 0.3127 0.3290 0.3127 0.3290 0.281 0.311 0.310 0.316 +// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J +// PAL: 6503.512K NTSC-U: 6503.512K NTSC-J: ~8945.436K +// [x:0.31266142 y:0.3289589] [x:0.281 y:0.311] -vec3 wp_adjust(float temperature, vec3 color){ +// 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. +// 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) - float temp3 = pow(10.,3.) / temperature; - float temp6 = pow(10.,6.) / pow(temperature, 2.); - float temp9 = pow(10.,9.) / pow(temperature, 3.); + +// "RGB to XYZ -> Temperature -> XYZ to RGB" joint matrix +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 <= 7000.) ? 0.244063 + 0.09911 * temp3 + 2.9678 * temp6 - 4.6070 * temp9 : \ - 0.237040 + 0.24748 * temp3 + 1.9018 * temp6 - 2.0064 * temp9 ; + 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 = -3.000 * pow(wp.x,2.) + 2.870 * wp.x - 0.275; + 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; - const mat3x3 CAT02 = mat3x3( - 0.7328, 0.4296, -0.1624, - -0.70360, 1.6975, 0.0061, - 0.003, -0.0136, 0.9834); - vec3 fw_trans = (vec3(wp.x/wp.y,1.,wp.z/wp.y) * CAT02) / (vec3(0.95045,1.,1.088917) * CAT02) ; + vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); // D65 Reference White - return color.xyz * fw_trans.xyz ; + 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 //---------------------------------------------------------------------- @@ -314,7 +368,7 @@ vec3 wp_adjust(float temperature, vec3 color){ float moncurve_f( float color, float gamma, float offs) { // Forward monitor curve - color = clamp(color, 0.0, 1.0); + 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); @@ -361,10 +415,10 @@ float contrast_sigmoid(float color, float cont, float pivot){ cont = pow(cont + 1., 3.); - float knee = 1. / (1. + exp(cont * pivot)); + 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); + color =(1. / (1. + exp(cont * (pivot - color))) - knee) / (shldr - knee); return color; } @@ -375,7 +429,7 @@ float contrast_sigmoid_inv(float color, float cont, float pivot){ cont = pow(cont - 1., 3.); - float knee = 1. / (1. + exp (cont * pivot)); + 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; @@ -386,21 +440,21 @@ float contrast_sigmoid_inv(float color, float cont, float pivot){ float rolled_gain(float color, float gain){ - float gx = abs(gain) + 0.001; + 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); + color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain); return color; } -vec4 rolled_gain_v4(vec4 color, float gain){ +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 vec4(color.rgb, 1.0); + return color.rgb; } @@ -430,193 +484,100 @@ vec4 mixfix_v4(vec4 a, vec4 b, float c) //---------------------- 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, bool rgb_in) +vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) { col *= 255.; - Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.; - Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.; + 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.y = (rgb_in == true) ? ((col.y * 219.) / 255.) + 16. : (((col.y - 128.) * (Umax * 2.)) / 255.) + Umax; - col.z = (rgb_in == true) ? ((col.z * 219.) / 255.) + 16. : (((col.z - 128.) * (Vmax * 2.)) / 255.) + Vmax; + 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, bool rgb_in) +vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) { col *= 255.; - Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.; - Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.; + vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.; - float colx = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x; - float coly = (rgb_in == true) ? ((col.y - 16.) / 219.) * 255. : (((col.y - Umax) / (Umax * 2.)) * 255.) + 128.; - float colz = (rgb_in == true) ? ((col.z - 16.) / 219.) * 255. : (((col.z - Vmax) / (Vmax * 2.)) * 255.) + 128.; - return vec3(colx,coly,colz) / 255.; + 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.; } //*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ -//--------------------- ITU-R BT.470/601 (M) (1953) -------------------- + +// Matrices in OpenGL column-major -// FCC (Sanctioned) YIQ matrix -vec3 RGB_FCC(vec3 col) - { - const mat3 conv_mat = mat3( - 0.299996928307425, 0.590001575542717, 0.110001496149858, - 0.599002392519453, -0.277301256521204, -0.321701135998249, - 0.213001700342824, -0.525101205289350, 0.312099504946526); - - return col.rgb * conv_mat; - } - -// FCC (Sanctioned) YIQ matrix (inverse) -vec3 FCC_RGB(vec3 col) - { - const mat3 conv_mat = mat3( - 1.0000000, 0.946882217090069, 0.623556581986143, - 1.0000000, -0.274787646298978, -0.635691079187380, - 1.0000000, -1.108545034642030, 1.709006928406470); - - return col.rgb * conv_mat; - } +//----------------------- Y'UV color model ----------------------- -//--------------------- SMPTE RP 145 (C), 170M (1987) ------------------ + +// 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); -vec3 RGB_YIQ(vec3 col) - { - const mat3 conv_mat = mat3( - 0.2990, 0.5870, 0.1140, - 0.5959, -0.2746, -0.3213, - 0.2115, -0.5227, 0.3112); +// 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) { - return col.rgb * conv_mat; - } + 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 -vec3 YIQ_RGB(vec3 col) - { - const mat3 conv_mat = mat3( - 1.0000000, 0.956, 0.619, - 1.0000000, -0.272, -0.647, - 1.0000000, -1.106, 1.703); - - return col.rgb * conv_mat; - } - -//----------------------- ITU-R BT.470/601 (B/G) ----------------------- - - -vec3 r601_YUV(vec3 RGB) - { - const mat3 conv_mat = mat3( - 0.299000, 0.587000, 0.114000, - -0.147407, -0.289391, 0.436798, - 0.614777, -0.514799, -0.099978); - - return RGB.rgb * conv_mat; - } - -vec3 YUV_r601(vec3 RGB) - { - const mat3 conv_mat = mat3( - 1.0000000, 0.00000000000000000, 1.14025080204010000, - 1.0000000, -0.39393067359924316, -0.58080917596817020, - 1.0000000, 2.02839756011962900, -0.00000029356581166); - - return RGB.rgb * conv_mat; - } - -// Custom - not Standard -vec3 YUV_r709(vec3 YUV) - { - const mat3 conv_mat = mat3( - 1.0000000, 0.0000000000000000, 1.14025092124938960, - 1.0000000, -0.2047683298587799, -0.33895039558410645, - 1.0000001, 2.0283975601196290, 0.00000024094399364); - - return YUV.rgb * conv_mat; - } - -// Custom - not Standard -vec3 r709_YUV(vec3 RGB) - { - const mat3 conv_mat = mat3( - 0.2126000, 0.715200, 0.0722000, - -0.1048118, -0.3525936, 0.4574054, - 0.6905498, -0.6272304, -0.0633194); + 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; } -//------------------------- SMPTE-240M Y’PbPr -------------------------- +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); -// Umax 0.886 -// Vmax 0.700 -// RGB to YPbPr -full to limited range- with Rec.601 primaries -vec3 r601_YCC(vec3 RGB) - { - const mat3 conv_mat = mat3( - 0.299, 0.587, 0.114, - -0.16873589164785553047, -0.33126410835214446953, 0.500, - 0.500, -0.41868758915834522111, -0.08131241084165477889); - - return RGB.rgb * conv_mat; - } - -// YPbPr to RGB -limited to full range- with Rec.601 primaries -vec3 YCC_r601(vec3 YUV) - { - const mat3 conv_mat = mat3( - 1.0000000, 0.000, 1.402, - 1.0000000, -0.34413628620102214651, -0.71413628620102214651, - 1.0000000, 1.772, 0.000); - - return YUV.rgb * conv_mat; - } - -// Umax 0.53890924768269023496443198965294 -// Vmax 0.63500127000254000508001016002032 -// RGB to YPbPr -full range in-gamut- with Rec.709 primaries -vec3 r709_YCC(vec3 RGB) - { - const mat3 conv_mat = mat3( - 0.2126, 0.7152, 0.0722, - -0.11457210605733994395, -0.38542789394266005605, 0.5000, - 0.5000, -0.45415290830581661163, -0.04584709169418338837); - - return RGB.rgb * conv_mat; - } - -// YPbPr to RGB -full range in-gamut- with Rec.709 primaries -vec3 YCC_r709(vec3 YUV) - { - const mat3 conv_mat = mat3( - 1.0000000, 0.00000000000000000000, 1.5748, - 1.0000000, -0.18732427293064876957, -0.46812427293064876957, - 1.0000000, 1.8556, 0.00000000000000000000); - - return YUV.rgb * conv_mat; + return YUV.xyz * conv_mat; } -//------------------------- IPT -------------------------- +//------------------------- LMS -------------------------- + + +// Hunt-Pointer-Estevez D65 cone response +// modification for IPT model const mat3 LMS = mat3( - 0.4002, 0.7076, -0.0808, --0.2263, 1.1653, 0.0457, - 0.0, 0.0, 0.9182); + 0.4002, 0.7075, -0.0807, +-0.2280, 1.1500, 0.0612, + 0.0000, 0.0000, 0.9184); const mat3 IPT = mat3( @@ -625,65 +586,98 @@ mat3( 0.8056, 0.3572, -1.1628); - //*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ -// ITU-R BT.470/601 (M) (proof of concept, actually never used) -// SMPTE 170M-1999 -// NTSC-FCC 1953 Standard Phosphor (use with temperature C: 6780K) -const mat3 NTSC_FCC_transform = -mat3( - 0.60699284076690670, 0.2989666163921356, 0.00000000000000000, - 0.17344850301742554, 0.5864211320877075, 0.06607561558485031, - 0.20057128369808197, 0.1146121546626091, 1.11746847629547120); - -// ITU-R BT.470/601 (M) -// Conrac 7211N19 CRT Phosphor -const mat3 Conrac_transform = -mat3( - 0.55842006206512450, 0.28580552339553833, 0.03517606481909752, - 0.20613566040992737, 0.63714659214019780, 0.09369802474975586, - 0.18589359521865845, 0.07704800367355347, 0.96004259586334230); - -// NTSC-J (use with D93 white point) -// Sony Trinitron KV-20M20 -const mat3 Sony20_20_transform = -mat3( - 0.33989441394805910, 0.18490256369113922, 0.019034087657928467, - 0.33497872948646545, 0.71182984113693240, 0.149544075131416320, - 0.22866378724575043, 0.10326752066612244, 1.143318891525268600); - -// SMPTE-C - Measured Average Phosphor (1979-1994) -const mat3 P22_transform = -mat3( - 0.4665636420249939, 0.25661000609397890, 0.005832045804709196, - 0.3039233088493347, 0.66820019483566280, 0.105618737637996670, - 0.1799621731042862, 0.07518967241048813, 0.977465748786926300); +//----------------------- Phosphor Gamuts ----------------------- +////// STANDARDS /////// // SMPTE RP 145-1994 (SMPTE-C), 170M-1999 // SMPTE-C - Standard Phosphor (Rec.601 NTSC) -const mat3 SMPTE_transform = -mat3( - 0.39354196190834045, 0.21238772571086884, 0.01874009333550930, - 0.36525884270668030, 0.70106136798858640, 0.11193416267633438, - 0.19164848327636720, 0.08655092865228653, 0.95824241638183590); - -// SMPTE RP 145-1994 (SMPTE-C), 170M-1999 -// NTSC-J - Standard Phosphor (https://web.archive.org/web/20130413104152/http://arib.or.jp/english/html/overview/doc/4-TR-B09v1_0.pdf) -const mat3 NTSC_J_transform = -mat3( - 0.39603787660598755, 0.22429330646991730, 0.02050681784749031, - 0.31201449036598206, 0.67417418956756590, 0.12814880907535553, - 0.24496731162071228, 0.10153251141309738, 1.26512730121612550); +// 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-E PAL - Standard Phosphor for Studio Monitors -const mat3 EBU_transform = -mat3( - 0.43194326758384705, 0.22272075712680817, 0.020247340202331543, - 0.34123489260673523, 0.70600330829620360, 0.129433929920196530, - 0.17818950116634370, 0.07127580046653748, 0.938464701175689700); +// 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); @@ -693,7 +687,6 @@ mat3( - void main() { @@ -702,143 +695,51 @@ void main() vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp; -// Assumes framebuffer in Rec.601 with baked gamma -// make a YUV * NTSC Phosphor option too and a FCC * NTSC phosphor - vec3 col = (crtgamut == 3.0) ? r601_YUV(src) : \ - (crtgamut == 2.0) ? RGB_YIQ(src) : \ - (crtgamut == -3.0) ? RGB_FCC(src) : \ - (crtgamut == -4.0) ? RGB_FCC(src) : \ - RGB_YIQ(src) ; - - // Clipping Logic / Gamut Limiting - vec2 UVmax = (crtgamut == 3.0) ? vec2(0.436798, 0.614777) : \ - (crtgamut == -4.0) ? vec2(0.599002392519453, 0.52510120528935) : \ - (crtgamut == -3.0) ? vec2(0.599002392519453, 0.52510120528935) : \ - vec2(0.5959, 0.5227) ; + vec2 UVmax = vec2(0.435812284313725, 0.615857694117647); - col = clamp(col.xyz, vec3(0.0, -UVmax.x, -UVmax.y), vec3(1.0, UVmax.x, UVmax.y)); +// 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; - col = (crtgamut == 3.0) ? col : \ - (crtgamut == 2.0) ? col : \ - (crtgamut == -3.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ - (crtgamut == -4.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ - PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ; - - -// YIQ/YUV Analogue Color Controls (HUE + Color Shift + Color Burst) - float hue_radians = hue_degrees * (M_PI / 180.0); +// 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) + I_SHIFT, 2.0) - 1.0) * I_MUL; - col.z = (mod((col.z + 1.0) + Q_SHIFT, 2.0) - 1.0) * Q_MUL; + 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 == 3.0) ? col : \ - (crtgamut == 2.0) ? col : \ - (crtgamut == -3.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ - (crtgamut == -4.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ - TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ; + col = crtgamut < 2.0 ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0) : col; + col = clamp(YUV_r601(col), 0., 1.); - col = (crtgamut == 3.0) ? YUV_r601(col) : \ - (crtgamut == 2.0) ? YIQ_RGB(col) : \ - (crtgamut == -3.0) ? FCC_RGB(col) : \ - (crtgamut == -4.0) ? FCC_RGB(col) : \ - YIQ_RGB(col) ; +// Look LUT - (in SPC space) + float red = (col.r * (global.LUT_Size1 - 1.0) + 0.4999) / (global.LUT_Size1 * global.LUT_Size1); + float green = (col.g * (global.LUT_Size1 - 1.0) + 0.4999) / global.LUT_Size1; + float blue1 = (floor(col.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red; + float blue2 = (ceil(col.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red; + float mixer = clamp(max((col.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); + vec3 color1 = texture(SamplerLUT1, vec2(blue1, green)).rgb; + vec3 color2 = texture(SamplerLUT1, vec2(blue2, green)).rgb; + vec3 vcolor = (global.LUT1_toggle == 0.0) ? col : mixfix(color1, color2, mixer); -// Gamut Limiting - col = r601_YCC(clamp(col, 0., 1.)); - col = (signal == 0.0) ? src : YCC_r601(clamp(col, vec3(0.0, -.886,-.700), vec3(1.0, .886,.700))); + +// 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(vcolor, g_CRT_l, params.g_CRT_b, params.g_CRT_c); //_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ -// Developer baked CRT gamma (2.20 - 2.25) - col = moncurve_f_f3(col, gamma_in, 0.099); -// CRT Phosphor Gamut - mat3 m_in; - - if (crtgamut == -4.0) { m_in = NTSC_FCC_transform; } else - if (crtgamut == -3.0) { m_in = Conrac_transform; } else - if (crtgamut == -2.0) { m_in = Sony20_20_transform; } else - if (crtgamut == -1.0) { m_in = SMPTE_transform; } else - if (crtgamut == 1.0) { m_in = P22_transform; } else - if (crtgamut == 2.0) { m_in = NTSC_J_transform; } else - if (crtgamut == 3.0) { m_in = EBU_transform; } - - vec3 gamut = m_in*col; - -// White Point Mapping - vec3 wp = (crtgamut == -4.0) ? wp_adjust(global.wp_temperature - (6404. - 6504.), gamut) : \ - (crtgamut == -3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ - (crtgamut == -2.0) ? wp_adjust(global.wp_temperature - (7600. - 6504.), gamut) : \ - (crtgamut == -1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ - (crtgamut == 1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ - (crtgamut == 2.0) ? wp_adjust(global.wp_temperature - (7400. - 6504.), gamut) : \ - (crtgamut == 3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ - wp_adjust(global.wp_temperature, gamut) ; - - vec3 adj = clamp(XYZ_to_RGB(wp, SPC), 0., 1.); - - -// Guest Emulated CRT Electron Gun gamma (2.35 - 2.50) (phosphor gamma brings it up back to ~2.222) - adj = moncurve_r_f3(crtgamut == 0.0 ? col : adj, pow(gamma_in, 2.) / gamma_out, 0.099); - - -// Look LUT - (in SPC space) - float red = (adj.r * (global.LUT_Size1 - 1.0) + 0.4999) / (global.LUT_Size1 * global.LUT_Size1); - float green = (adj.g * (global.LUT_Size1 - 1.0) + 0.4999) / global.LUT_Size1; - float blue1 = (floor(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red; - float blue2 = (ceil(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red; - float mixer = clamp(max((adj.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); - vec3 color1 = texture(SamplerLUT1, vec2(blue1, green)).rgb; - vec3 color2 = texture(SamplerLUT1, vec2(blue2, green)).rgb; - vec3 vcolor = (global.LUT1_toggle == 0.0) ? adj : mixfix(color1, color2, mixer); - - - -// OETF - Opto-Electronic Transfer Function (Rec.709 does a Dim to Dark Surround adaptation) - vcolor = (SPC == 3.0) ? clamp(pow(vcolor, vec3(563./256.)), 0., 1.) : \ - (SPC == 2.0) ? moncurve_f_f3(vcolor, 2.20 + 0.022222, 0.0993) : \ - (SPC == 1.0) ? clamp(pow(vcolor, vec3(2.20 + 0.40)), 0., 1.) : \ - (SPC == 0.0) ? moncurve_f_f3(vcolor, 2.20 + 0.20, 0.0550) : \ - clamp(pow(pow(vcolor, vec3(1./1.019264)), vec3(2.20 + 0.20)), 0., 1.) ; - - - vcolor = RGB_to_XYZ(vcolor, SPC); - - -// Sigmoidal Contrast - vec3 Yxy = XYZtoYxy(vcolor); - 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 = clamp(XYZ_to_RGB(YxytoXYZ(contrast), SPC), 0., 1.); - contrast = (cntrst == 0.0) ? XYZ_to_RGB(vcolor, SPC) : XYZsrgb; - - -// Vignetting & Black Level - 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); - contrast *= (vignette == 1.0) ? vig : 1.0; - - contrast += (lift / 20.0) * (1.0 - contrast); - - -// RGB Related Transforms - vec4 screen = vec4(max(contrast, 0.0), 1.0); - float sat = g_sat + 1.0; +// 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 @@ -846,23 +747,39 @@ void main() br, bg, wlb, 0.0, //blue tint blr/20., blg/20., blb/20., 0.0); //black tint - - vec3 coeff = (SPC == 3.0) ? vec3(0.29734000563621520, 0.62735998630523680, 0.07529000192880630) : \ - (SPC == 2.0) ? vec3(0.24840137362480164, 0.67799961566925050, 0.03913172334432602) : \ - (SPC == 1.0) ? vec3(0.22898375988006592, 0.69173991680145260, 0.07927616685628891) : \ - vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192) ; + screen *= transpose(color); - mat3 adjust = mat3((1.0 - sat) * coeff.x + sat, (1.0 - sat) * coeff.x, (1.0 - sat) * coeff.x, - (1.0 - sat) * coeff.y, (1.0 - sat) * coeff.y + sat, (1.0 - sat) * coeff.y, - (1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z + sat); +// 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; } - screen = clamp(rolled_gain_v4(screen, clamp(lum, -0.49, 0.99)), 0., 1.); - screen = color * screen; +// White Point Mapping + col = wp_adjust(screen.rgb, global.wp_temperature, m_in, m_ou); -// HUE vs SAT - vec3 src_h = RGB_to_XYZ(screen.rgb, SPC) * LMS; + +// 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); @@ -872,37 +789,81 @@ void main() float hue_at = atan(src_h.z, src_h.y); chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y); - float hue_radians_r = -40.0 * (M_PI / 180.0); - float hue_r = chroma * cos(hue_at + hue_radians_r) * 2.; + // 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 = 230.0 * (M_PI / 180.0); - float hue_g = chroma * cos(hue_at + hue_radians_g) * 2.; + 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 / 180.0); - float hue_b = chroma * cos(hue_at + hue_radians_b) * 2.; + 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), 0., 1.), vec3(satr, satg, satb)*(-1.)); - src_h = mixfix(screen.rgb, vec3(dot(coeff, screen.rgb)), msk); + 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) ; + 1.0 - (SatMask(src_h.x, src_h.y, src_h.z) * vibr) ; - src_h = mixfix(src_h, clamp(adjust * src_h, 0., 1.), clamp(sat_msk, 0., 1.)); + 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); -// EOTF - Electro-Optical Transfer Function (Rec.709 does a Dim to Dark Surround adaptation) - vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./(563./256.))), 0., 1.) : \ - (SPC == 2.0) ? moncurve_r_f3(src_h, 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(pow(src_h, vec3(1.019264)), vec3(1./(2.20 + 0.20))), 0., 1.) ; + 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.) ; // Technical LUT - (in SPC space) - float red_2 = (TRC.r * (global.LUT_Size2 - 1.0) + 0.4999) / (global.LUT_Size2 * global.LUT_Size2); - float green_2 = (TRC.g * (global.LUT_Size2 - 1.0) + 0.4999) / global.LUT_Size2; - float blue1_2 = (floor(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2; - float blue2_2 = (ceil(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2; + float red_2 = (TRC.r * (global.LUT_Size2 - 1.0) + 0.4999) / (global.LUT_Size2 * global.LUT_Size2); + float green_2 = (TRC.g * (global.LUT_Size2 - 1.0) + 0.4999) / global.LUT_Size2; + float blue1_2 = (floor(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2; + float blue2_2 = (ceil(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2; float mixer_2 = clamp(max((TRC.b - blue1_2) / (blue2_2 - blue1_2), 0.0), 0.0, 32.0); vec3 color1_2 = texture(SamplerLUT2, vec2(blue1_2, green_2)).rgb; vec3 color2_2 = texture(SamplerLUT2, vec2(blue2_2, green_2)).rgb; From 7ee946ee627262d60c28c7c40cae45dedc69f215 Mon Sep 17 00:00:00 2001 From: Dogway <13509598+Dogway@users.noreply.github.com> Date: Thu, 11 May 2023 14:52:31 +0100 Subject: [PATCH 2/2] glass - update --- misc/shaders/glass.slang | 26 ++++++++++++-------------- 1 file changed, 12 insertions(+), 14 deletions(-) diff --git a/misc/shaders/glass.slang b/misc/shaders/glass.slang index 498512b..c1c4162 100644 --- a/misc/shaders/glass.slang +++ b/misc/shaders/glass.slang @@ -47,13 +47,13 @@ layout(push_constant) uniform Push License: Public domain */ -#pragma parameter g_csize "Corner Size" 0.0 0.0 0.07 0.01 +#pragma parameter g_csize "Corner Size" 0.02 0.0 0.07 0.01 #pragma parameter g_bsize "Border Smoothness" 600.0 100.0 600.0 25.0 #pragma parameter g_flicker "Screen Flicker" 0.25 0.0 1.0 0.01 #pragma parameter g_shaker "Screen Shake" 0.02 0.0 0.5 0.01 #pragma parameter g_refltog "Reflection Toggle" 1.0 0.0 1.0 1.00 #pragma parameter g_reflgrain "Refl. Deband Grain" 0.0 0.0 2.0 0.01 -#pragma parameter g_reflstr "Refl. Brightness" 0.25 0.0 1.0 0.01 +#pragma parameter g_reflstr "Refl. Brightness" 0.15 0.0 1.0 0.01 #pragma parameter g_fresnel "Refl. Fresnel" 1.0 0.0 1.0 0.10 #pragma parameter g_reflblur "Refl. Blur" 0.6 0.0 1.0 0.10 #pragma parameter gz "Zoom" 1.2 1.0 1.5 0.01 @@ -71,10 +71,10 @@ layout(push_constant) uniform Push // https://www.desmos.com/calculator/1nfq4uubnx // PER = 2.0 for realistic (1.0 or less when using scanlines). Phosphor Index; it's the same as in the "grade" shader -#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0 -#pragma parameter PH "AG Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0 -#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01 -#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1 +#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0 +#pragma parameter PH "AG Phosphor (0:RGB 1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0 +#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01 +#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1 #define SW params.TO @@ -188,7 +188,7 @@ vec3 afterglow(float Pho, vec3 decay) if (Pho == 3.0) { p_in = PAL; } // Phosphor Response / Cone Response - vec3 p_res = (p_in / (vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192)) / 10.0); + vec3 p_res = (p_in / (vec3(0.21259990334510803, 0.71517896652221680, 0.07222118973731995)) / 10.0); float decr = clamp((log(1. / p_res.r) + 0.2) / (decay.r), 0., 1.); float decg = clamp((log(1. / p_res.g) + 0.2) / (decay.g), 0., 1.); @@ -233,7 +233,7 @@ void main() float prob = 0.5 + params.g_shaker / 3.0; float shaker = rand(float(global.FrameCount), 43758.5453) * \ rand(float(global.FrameCount), 4.37585453) * params.g_shaker; - + shaker = shaker + shaker * round(rand(float(global.FrameCount), 53.7585453) * prob) * scale * clamp(params.g_shaker, 0., 0.01) * 100.; vec2 coords = vec2(params.gx, params.gy + shaker * 0.5); @@ -263,12 +263,10 @@ void main() glow = normalize(pow(glow + vec3(0.001), vec3(sat)))*length(glow); - vec3 glowl = pow(glow, vec3(2.2)); - vec3 colorl = pow(color, vec3(2.2)); - float glowY = glowl.r * 0.21265 + glowl.g * 0.71517 + glowl.b * 0.07218; - float colorY = colorl.r * 0.21265 + colorl.g * 0.71517 + colorl.b * 0.07218; + float glowY = dot(pow(glow, vec3(2.2)), vec3(0.21260, 0.71518, 0.07222)); + float colorY = dot(pow(color, vec3(2.2)), vec3(0.21260, 0.71518, 0.07222)); - vec3 colormax = (colorY > glowY) ? color : glow; + vec3 colormax = (colorY > glowY) ? color : glow; color = (SW == 0.0) ? color : clamp(colormax,0.0,1.0); @@ -335,7 +333,7 @@ void main() // Initialize the PRNG by hashing the position + a random uniform vec3 m = vec3(vTexCoord, randg(sin(vTexCoord.x / vTexCoord.y) * mod(global.FrameCount, 79) + 22.759)) + vec3(1.); float h = permute(permute(permute(m.x) + m.y) + m.z); - + if (GRAIN > 0.0) { vec3 noise;