#version 450 /* Filename: chromaticity Copyright (C) 2023 W. M. Martinez splitted and adjusted by DariusG 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 3 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, see . */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float COLOR_MODE,GAMMAIN,GAMMAOUT; } params; #pragma parameter COLOR_MODE "SRGB,SMPTE C,REC709,BT2020,SMPTE240,NTSC1953,EBU" 0.0 0.0 6.0 1.0 #pragma parameter GAMMAIN "Gamma In" 2.0 1.0 4.0 0.05 #pragma parameter GAMMAOUT "Gamma Out" 2.0 1.0 4.0 0.05 #define COLOR_MODE params.COLOR_MODE #define GAMMAIN params.GAMMAIN #define GAMMAOUT params.GAMMAOUT #define WHITE vec3(1.0, 1.0, 1.0) /* SMPTE-C/170M used by NTSC and PAL and by SDTV in general. REC709 used by HDTV in general. SRGB used by most webcams and computer graphics. ***NOTE***: Gamma 2.4 BT2020 used by Ultra-high definition television (UHDTV) and wide color gamut. SMPTE240 used during the early days of HDTV (1988-1998). NTSC1953 used by NTSC at 1953. EBU used by PAL/SECAM in 1975. Identical to REC601. */ // RX RY GX GY BX BY RL GL BL TR0 TR TR2 // SMPTE C 0.630 0.340 / 0.310 0.595 / 0.155 0.070 / 0.299 0.587 0.114 / 0.018 0.099 4.5 // REC709 0.640 0.330 / 0.300 0.600 / 0.150 0.060 / 0.212 0.715 0.072 / 0.018 0.099 4.5 // SRGB 0.640 0.330 / 0.300 0.600 / 0.150 0.060 / 0.299 0.587 0.114 / 0.040 0.055 12.92 // BT2020 0.708 0.292 / 0.170 0.797 / 0.131 0.046 / 0.262 0.678 0.059 / 0.059 0.099 4.5 // SMPTE240 0.630 0.340 / 0.310 0.595 / 0.155 0.070 / 0.212 0.701 0.086 / 0.091 0.111 4.0 // NTSC1953 0.670 0.330 / 0.210 0.710 / 0.140 0.080 / 0.210 0.710 0.080 / 0.081 0.099 4.5 // EBU 0.640 0.330 / 0.290 0.600 / 0.150 0.060 / 0.299 0.587 0.114 / 0.081 0.099 4.5 // SECAM 0.640 0.330 / 0.290 0.600 / 0.150 0.060 / 0.334 0.585 0.081 / 0.081 0.099 4.5 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; mat3 XYZ_TO_sRGB = mat3( 3.2406255, -0.9689307, 0.0557101, -1.5372080, 1.8758561, -0.2040211, -0.4986286, 0.0415175, 1.0569959); mat3 colorspace_rgb() { return XYZ_TO_sRGB; } vec3 xyY_to_XYZ(const vec3 xyY) { float x = xyY.x; float y = xyY.y; float Y = xyY.z; float z = 1.0 - x - y; return vec3(Y * x / y, Y, Y * z / y); } vec3 Yrgb_to_RGB(mat3 toRGB, vec3 W, vec3 Yrgb) { //0 SRGB 0.640 0.330 / 0.300 0.600 / 0.150 0.060 -- //1 SMPTE C 0.630 0.340 / 0.310 0.595 / 0.155 0.070 -- //2 REC709 0.640 0.330 / 0.300 0.600 / 0.150 0.060 -- //3 BT2020 0.708 0.292 / 0.170 0.797 / 0.131 0.046 -- //4 SMPTE240 0.630 0.340 / 0.310 0.595 / 0.155 0.070 -- //5 NTSC1953 0.670 0.330 / 0.210 0.710 / 0.140 0.080 //6 EBU 0.640 0.330 / 0.290 0.600 / 0.150 0.060 -- float CHROMA_A_X, CHROMA_A_Y,CHROMA_B_X, CHROMA_B_Y, CHROMA_C_X, CHROMA_C_Y; if (COLOR_MODE == 0.0 || COLOR_MODE == 2.0 || COLOR_MODE == 6.0) { CHROMA_A_X=0.64; CHROMA_A_Y=0.33; CHROMA_B_X=0.3; CHROMA_B_Y=0.6; CHROMA_C_X= 0.15; CHROMA_C_Y= 0.06; } else if (COLOR_MODE == 1.0 || COLOR_MODE == 4.0) { CHROMA_A_X=0.63; CHROMA_A_Y=0.34; CHROMA_B_X=0.31; CHROMA_B_Y=0.595; CHROMA_C_X= 0.155; CHROMA_C_Y= 0.070; } else if (COLOR_MODE == 3.0 ) { CHROMA_A_X=0.708; CHROMA_A_Y=0.292; CHROMA_B_X=0.17; CHROMA_B_Y=0.797; CHROMA_C_X= 0.131; CHROMA_C_Y= 0.046; } else if (COLOR_MODE == 6.0 ) { CHROMA_A_X=0.67; CHROMA_A_Y=0.33; CHROMA_B_X=0.21; CHROMA_B_Y=0.71; CHROMA_C_X= 0.14; CHROMA_C_Y= 0.08; } mat3 xyYrgb = mat3(CHROMA_A_X, CHROMA_A_Y, Yrgb.r, CHROMA_B_X, CHROMA_B_Y, Yrgb.g, CHROMA_C_X, CHROMA_C_Y, Yrgb.b); mat3 XYZrgb = mat3(xyY_to_XYZ(xyYrgb[0]), xyY_to_XYZ(xyYrgb[1]), xyY_to_XYZ(xyYrgb[2])); mat3 RGBrgb = mat3(toRGB * XYZrgb[0], toRGB * XYZrgb[1], toRGB * XYZrgb[2]); return vec3(dot(W, vec3(RGBrgb[0].r, RGBrgb[1].r, RGBrgb[2].r)), dot(W, vec3(RGBrgb[0].g, RGBrgb[1].g, RGBrgb[2].g)), dot(W, vec3(RGBrgb[0].b, RGBrgb[1].b, RGBrgb[2].b))); } vec3 luminance() { //0 SRGB 0.299 0.587 0.114 //1 SMPTE C 0.299 0.587 0.114 //2 REC709 0.212 0.715 0.072 //3 BT2020 0.262 0.678 0.059 //4 SMPTE240 0.212 0.701 0.086 //5 NTSC1953 0.299 0.587 0.114 //6 EBU 0.299 0.587 0.114 float CHROMA_A_WEIGHT, CHROMA_B_WEIGHT, CHROMA_C_WEIGHT; if (COLOR_MODE == 0.0 || COLOR_MODE == 1.0 || COLOR_MODE == 5.0 || COLOR_MODE == 6.0) { CHROMA_A_WEIGHT = 0.299; CHROMA_B_WEIGHT = 0.587; CHROMA_C_WEIGHT = 0.114; } else if (COLOR_MODE == 2.0 || COLOR_MODE == 4.0) { CHROMA_A_WEIGHT = 0.212; CHROMA_B_WEIGHT = 0.715; CHROMA_C_WEIGHT = 0.072; } else if (COLOR_MODE == 3.0 ) { CHROMA_A_WEIGHT = 0.262; CHROMA_B_WEIGHT = 0.678; CHROMA_C_WEIGHT = 0.059; } return vec3(CHROMA_A_WEIGHT, CHROMA_B_WEIGHT, CHROMA_C_WEIGHT); } float sdr_linear(const float x) { // RX RY GX GY BX BY RL GL BL TR1 TR2 TR3 //0 SRGB 0.040 0.055 12.92 //1 SMPTE C 0.018 0.099 4.5 //2 REC709 0.018 0.099 4.5 //3 BT2020 0.059 0.099 4.5 //4 SMPTE240 0.091 0.111 4.0 //5 NTSC1953 0.081 0.099 4.5 //6 EBU 0.081 0.099 4.5 float CRT_TR1 ,CRT_TR2, CRT_TR3; if (COLOR_MODE == 0.0) { CRT_TR1 = 0.040; CRT_TR2 = 0.055; CRT_TR3 = 12.92; } else if (COLOR_MODE == 1.0 || COLOR_MODE == 2.0) { CRT_TR1 = 0.040; CRT_TR2 = 0.099; CRT_TR3 = 4.5; } else if (COLOR_MODE == 3.0 ) { CRT_TR1 = 0.059; CRT_TR2 = 0.099; CRT_TR3 = 4.5; } else if (COLOR_MODE == 4.0 ) { CRT_TR1 = 0.061; CRT_TR2 = 0.111; CRT_TR3 = 4.0; } else if (COLOR_MODE == 5.0 || COLOR_MODE == 6.0) { CRT_TR1 = 0.081; CRT_TR2 = 0.099; CRT_TR3 = 4.5; } return x < CRT_TR2 ? x / CRT_TR3 : pow((x + CRT_TR1) / (1.0+ CRT_TR1), GAMMAIN); } vec3 sdr_linear(const vec3 x) { return vec3(sdr_linear(x.r), sdr_linear(x.g), sdr_linear(x.b)); } float srgb_gamma(const float x) { return x <= 0.0031308 ? 12.92 * x : 1.055 * pow(x, 1.0 / GAMMAOUT) - 0.055; } vec3 srgb_gamma(const vec3 x) { return vec3(srgb_gamma(x.r), srgb_gamma(x.g), srgb_gamma(x.b)); } void main() { mat3 toRGB = colorspace_rgb(); vec3 Yrgb = texture(Source, vTexCoord).rgb; Yrgb = sdr_linear(Yrgb); vec3 W = luminance(); vec3 RGB = Yrgb_to_RGB(toRGB, W, Yrgb); RGB = clamp(RGB, 0.0, 1.0); RGB = srgb_gamma(RGB); FragColor = vec4(RGB, 1.0); }