#version 450 /* CRT Advanced color altering Copyright (C) 2019-2022 guest(r) and Dr. Venom 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 { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float TNTC; float LS; float LUTLOW, LUTBR; float CP, CS; float BP; float WP; float wp_saturation; float vigstr; float vigdef; float sega_fix; float pre_bb; float contr; } params; #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 #pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020" 0.0 0.0 4.0 1.0 #pragma parameter CP " CRT Profile: EBU | P22 | SMPTE-C | Philips | Trin." 0.0 -1.0 5.0 1.0 #define CP params.CP #define CS params.CS #pragma parameter TNTC " LUT Colors: Trin.1 | Trin.2 | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 #define TNTC params.TNTC #pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0 #define LS params.LS #define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons #define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0 #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 #pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01 #pragma parameter contr " Contrast Adjustment" 0.0 -2.0 2.0 0.05 #define WP params.WP #define wp_saturation params.wp_saturation #pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0 #pragma parameter BP " Raise Black Level" 0.0 -100.0 25.0 1.0 #define BP params.BP #pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.05 #pragma parameter vigdef " Vignette Size" 1.0 0.5 3.0 0.10 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; layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1; layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3; layout(set = 0, binding = 6) uniform sampler2D SamplerLUT4; #define COMPAT_TEXTURE(c,d) texture(c,d) // Color profile matrices const mat3 Profile0 = mat3( 0.412391, 0.212639, 0.019331, 0.357584, 0.715169, 0.119195, 0.180481, 0.072192, 0.950532 ); const mat3 Profile1 = mat3( 0.430554, 0.222004, 0.020182, 0.341550, 0.706655, 0.129553, 0.178352, 0.071341, 0.939322 ); const mat3 Profile2 = mat3( 0.396686, 0.210299, 0.006131, 0.372504, 0.713766, 0.115356, 0.181266, 0.075936, 0.967571 ); const mat3 Profile3 = mat3( 0.393521, 0.212376, 0.018739, 0.365258, 0.701060, 0.111934, 0.191677, 0.086564, 0.958385 ); const mat3 Profile4 = mat3( 0.392258, 0.209410, 0.016061, 0.351135, 0.725680, 0.093636, 0.166603, 0.064910, 0.850324 ); const mat3 Profile5 = mat3( 0.377923, 0.195679, 0.010514, 0.317366, 0.722319, 0.097826, 0.207738, 0.082002, 1.076960 ); const mat3 ToSRGB = mat3( 3.240970, -0.969244, 0.055630, -1.537383, 1.875968, -0.203977, -0.498611, 0.041555, 1.056972 ); const mat3 ToModern = mat3( 2.791723, -0.894766, 0.041678, -1.173165, 1.815586, -0.130886, -0.440973, 0.032000, 1.002034 ); const mat3 ToDCI = mat3( 2.493497, -0.829489, 0.035846, -0.931384, 1.762664, -0.076172, -0.402711, 0.023625, 0.956885 ); const mat3 ToAdobe = mat3( 2.041588, -0.969244, 0.013444, -0.565007, 1.875968, -0.11836, -0.344731, 0.041555, 1.015175 ); const mat3 ToREC = mat3( 1.716651, -0.666684, 0.017640, -0.355671, 1.616481, -0.042771, -0.253366, 0.015769, 0.942103 ); // Color temperature matrices const mat3 D65_to_D55 = mat3 ( 0.4850339153, 0.2500956126, 0.0227359648, 0.3488957224, 0.6977914447, 0.1162985741, 0.1302823568, 0.0521129427, 0.6861537456); const mat3 D65_to_D93 = mat3 ( 0.3412754080, 0.1759701322, 0.0159972847, 0.3646170520, 0.7292341040, 0.1215390173, 0.2369894093, 0.0947957637, 1.2481442225); vec3 fix_lut(vec3 lutcolor, vec3 ref) { float r = length(ref); float l = length(lutcolor); float m = max(max(ref.r,ref.g),ref.b); ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25)); return mix(lutcolor, ref, LUTBR); } float vignette(vec2 pos) { vec2 b = vec2(params.vigdef, params.vigdef) * vec2(1.0, params.OriginalSize.x/params.OriginalSize.y) * 0.125; pos = clamp(pos, 0.0, 1.0); pos = abs(2.0*(pos - 0.5)); vec2 res = mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); res = pow(res, 0.70.xx); return max(mix(1.0, sqrt(res.x*res.y), params.vigstr), 0.0); } vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } float contrast(float x) { return max(mix(x, smoothstep(0.0, 1.0, x), params.contr),0.0); } void main() { vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy); float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0); float bp = w * BP/255.0; if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0); imgColor.rgb = min(imgColor.rgb, 1.0); vec3 color = imgColor.rgb; if (int(TNTC) == 0) { color.rgb = imgColor.rgb; } else { float lutlow = LUTLOW/255.0; float invLS = 1.0/LS; vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx)); float lutb = lut_ref.b * (1.0-0.5*invLS); lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS; float tile1 = ceil (lutb * (LS-1.0)); float tile0 = max(tile1 - 1.0, 0.0); float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0; vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0); vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0); vec4 color1, color2, res; if (int(TNTC) == 1) { color1 = COMPAT_TEXTURE(SamplerLUT1, coord0); color2 = COMPAT_TEXTURE(SamplerLUT1, coord1); res = mix(color1, color2, f); } else if (int(TNTC) == 2) { color1 = COMPAT_TEXTURE(SamplerLUT2, coord0); color2 = COMPAT_TEXTURE(SamplerLUT2, coord1); res = mix(color1, color2, f); } else if (int(TNTC) == 3) { color1 = COMPAT_TEXTURE(SamplerLUT3, coord0); color2 = COMPAT_TEXTURE(SamplerLUT3, coord1); res = mix(color1, color2, f); } else if (int(TNTC) == 4) { color1 = COMPAT_TEXTURE(SamplerLUT4, coord0); color2 = COMPAT_TEXTURE(SamplerLUT4, coord1); res = mix(color1, color2, f); } res.rgb = fix_lut (res.rgb, imgColor.rgb); color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0)); } vec3 c = clamp(color, 0.0, 1.0); float p; mat3 m_out; if (CS == 0.0) { p = 2.2; m_out = ToSRGB; } else if (CS == 1.0) { p = 2.2; m_out = ToModern; } else if (CS == 2.0) { p = 2.6; m_out = ToDCI; } else if (CS == 3.0) { p = 2.2; m_out = ToAdobe; } else if (CS == 4.0) { p = 2.4; m_out = ToREC; } color = pow(c, vec3(p)); mat3 m_in = Profile0; if (CP == 0.0) { m_in = Profile0; } else if (CP == 1.0) { m_in = Profile1; } else if (CP == 2.0) { m_in = Profile2; } else if (CP == 3.0) { m_in = Profile3; } else if (CP == 4.0) { m_in = Profile4; } else if (CP == 5.0) { m_in = Profile5; } color = m_in*color; color = m_out*color; color = clamp(color, 0.0, 1.0); color = pow(color, vec3(1.0/p)); if (CP == -1.0) color = c; vec3 scolor1 = plant(pow(color, vec3(wp_saturation)), max(max(color.r,color.g),color.b)); float luma = dot(color, vec3(0.299, 0.587, 0.114)); vec3 scolor2 = mix(vec3(luma), color, wp_saturation); color = (wp_saturation > 1.0) ? scolor1 : scolor2; color = plant(color, contrast(max(max(color.r,color.g),color.b))); p = 2.2; color = clamp(color, 0.0, 1.0); color = pow(color, vec3(p)); vec3 warmer = D65_to_D55*color; warmer = ToSRGB*warmer; vec3 cooler = D65_to_D93*color; cooler = ToSRGB*cooler; float m = abs(WP)/100.0; vec3 comp = (WP < 0.0) ? cooler : warmer; color = mix(color, comp, m); color = pow(max(color, 0.0), vec3(1.0/p)); if (BP > -0.5) color = color + bp; else { color = max(color + BP/255.0, 0.0) / (1.0 + BP/255.0*step(- BP/255.0, max(max(color.r,color.g),color.b))); } color = min(color * params.pre_bb, 1.0); FragColor = vec4(color, vignette(vTexCoord.xy)); }