#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float WP; float wp_saturation; } params; #pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0 #pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05 #define WP params.WP #define wp_saturation params.wp_saturation #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord 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; const mat3 D65_to_XYZ = mat3 ( 0.4306190, 0.2220379, 0.0201853, 0.3415419, 0.7066384, 0.1295504, 0.1783091, 0.0713236, 0.9390944); const mat3 XYZ_to_D65 = mat3 ( 3.0628971, -0.9692660, 0.0678775, -1.3931791, 1.8760108, -0.2288548, -0.4757517, 0.0415560, 1.0693490); const mat3 D50_to_XYZ = mat3 ( 0.4552773, 0.2323025, 0.0145457, 0.3675500, 0.7077956, 0.1049154, 0.1413926, 0.0599019, 0.7057489); const mat3 XYZ_to_D50 = mat3 ( 2.9603944, -0.9787684, 0.0844874, -1.4678519, 1.9161415, -0.2545973, -0.4685105, 0.0334540, 1.4216174); void main() { vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb; color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color); float p = 2.4; color = pow(color, vec3(p)); vec3 warmer = D50_to_XYZ*color; warmer = XYZ_to_D65*warmer; vec3 cooler = D65_to_XYZ*color; cooler = XYZ_to_D50*cooler; float m = abs(WP)/100.0; vec3 comp = (WP < 0.0) ? cooler : warmer; color = mix(color, comp, m); color = pow(color, vec3(1.0/p)); FragColor = vec4(color,1.0); }