#version 450 // license:BSD-3-Clause // copyright-holders:W. M. Martinez //----------------------------------------------------------------------------- // Phosphor Chromaticity to sRGB Transform Effect //----------------------------------------------------------------------------- layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "mame_parameters.inc" #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; #define DiffuseSampler Source #define mul(a,b) (b*a) vec3 YGain = vec3(global.ygain_r, global.ygain_g, global.ygain_b); vec2 ChromaA = vec2(global.chromaa_x, global.chromaa_y); vec2 ChromaB = vec2(global.chromab_x, global.chromab_y); vec2 ChromaC = vec2(global.chromac_x, global.chromac_y); const mat3 XYZ_TO_sRGB = mat3( 3.2406, -1.5372, -0.4986, -0.9689, 1.8758, 0.0415, 0.0557, -0.2040, 1.0570); void main() { if(!Chromaticity) { FragColor = texture(Source, vTexCoord); return; } else { vec4 cin = texture(DiffuseSampler, vTexCoord); vec4 cout = vec4(0.0, 0.0, 0.0, cin.a); mat3x2 xy = { ChromaA, ChromaB, ChromaC }; for (int i = 0; i < 3; ++i) { float Y = YGain[i] * cin[i]; float X = xy[i].x * (Y / xy[i].y); float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y); cout.rgb += mul(XYZ_TO_sRGB, vec3(X, Y, Z)); } FragColor = cout; } }