#version 450 /* Part of the crt-sony-megatron shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR. This is used to do this mapping BEFORE screen effects are applied. Originally part of the crt\crt-sony-pvm-4k-hdr.slangp but can be used for any shader */ #pragma format R16G16B16A16_SFLOAT #include "include\inverse_tonemap.h" layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float Contrast; float PaperWhiteNits; float MaxNits; float Saturation; float DisplayGamma; } params; #pragma parameter Contrast "Contrast" 3.75 0.0 10.0 0.05 #pragma parameter PaperWhiteNits "Paper White Luminance" 200.0 0.0 10000.0 10.0 #pragma parameter MaxNits "Peak Luminance" 1000.0 0.0 10000.0 10.0 #pragma parameter Saturation "Saturation" 0.25 0.0 1.0 0.01 #pragma parameter DisplayGamma "Display Gamma" 2.2 0.0 5.0 0.1 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec4 source = texture(Source, vTexCoord); vec3 sdr = pow(abs(source.rgb), vec3(params.Contrast / params.DisplayGamma)); /* Display Gamma - needs to be determined by calibration screen */ FragColor = vec4(InverseTonemap(sdr, params.MaxNits, params.PaperWhiteNits, params.Saturation), source.a); }