#version 450 // A version of the LUT shader that loads 2 LUTs. // For use with Kurozumi's 64-bit colorspace LUTs. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float LUT_selector_param; } params; #pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0 //#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0 //#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0 const float LUT_Size1 = 64.0; const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs 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() { vec4 imgColor = texture(Source, vTexCoord.xy); vec4 color1, color2 = vec4(0.,0.,0.,0.); float red, green, blue1, blue2, mixer = 0.0; if(LUT_selector == 1) { red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1); green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1; blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red; blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red; mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); color1 = texture( SamplerLUT1, vec2( blue1, green )); color2 = texture( SamplerLUT1, vec2( blue2, green )); } if(LUT_selector == 2) { red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2); green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2; blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red; blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red; mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); color1 = texture( SamplerLUT2, vec2( blue1, green )); color2 = texture( SamplerLUT2, vec2( blue2, green )); } FragColor = mixfix(color1, color2, mixer); }