#version 450 // A version of the LUT shader that loads 2 LUTs. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float LUT_selector_param; } params; #pragma parameter LUT_selector_param "LUT Selector" 1.0 1.0 2.0 1.0 int LUT_selector = int(params.LUT_selector_param); 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 SamplerLUT1; layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; // 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() { float LUT_Size = mix(textureSize(SamplerLUT1, 0).y, textureSize(SamplerLUT2, 0).y, params.LUT_selector_param - 1.0); vec4 imgColor = texture(Source, vTexCoord.xy); vec4 color1, color2 = vec4(0.,0.,0.,0.); float red, green, blue1, blue2, mixer = 0.0; red = ( imgColor.r * (LUT_Size - 1.0) + 0.4999 ) / (LUT_Size * LUT_Size); green = ( imgColor.g * (LUT_Size - 1.0) + 0.4999 ) / LUT_Size; blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); if(LUT_selector == 1) { color1 = texture( SamplerLUT1, vec2( blue1, green )); color2 = texture( SamplerLUT1, vec2( blue2, green )); } else { color1 = texture( SamplerLUT2, vec2( blue1, green )); color2 = texture( SamplerLUT2, vec2( blue2, green )); } FragColor = mixfix(color1, color2, mixer); }