#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float LUT_Size; } params; #pragma parameter LUT_Size "LUT Size" 16.0 1.0 64.0 1.0 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 * 1.0001; } #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 SamplerLUT; // This shouldn't be necessary but it seems some undefined values can // creep in and each GPU vendor handles that differently. This keeps // all values within a safe range vec4 mixfix(vec4 a, vec4 b, float c) { return (a.z < 1.0) ? mix(a, b, c) : a; } void main() { vec4 imgColor = texture(Source, vTexCoord.xy); float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.4999 ) / (params.LUT_Size * params.LUT_Size); float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.4999 ) / params.LUT_Size; float blue1 = (floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red; float blue2 = (ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red; float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); vec4 color1 = texture( SamplerLUT, vec2( blue1, green )); vec4 color2 = texture( SamplerLUT, vec2( blue2, green )); FragColor = mixfix(color1, color2, mixer); }