#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float TNTC; } params; #pragma parameter TNTC "LUT Colors" 0.0 0.0 3.0 1.0 #define TNTC params.TNTC 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; layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1; layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3; #define LUT_Size 32.0 #define COMPAT_TEXTURE(c,d) texture(c,d) const mat3 D65_to_XYZ = mat3 ( 0.4306190, 0.2220379, 0.0201853, 0.3415419, 0.7066384, 0.1295504, 0.1783091, 0.0713236, 0.9390944); const mat3 XYZ_to_D50 = mat3 ( 2.9603944, -0.9787684, 0.0844874, -1.4678519, 1.9161415, -0.2545973, -0.4685105, 0.0334540, 1.4216174); // 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 = COMPAT_TEXTURE(Source, vTexCoord.xy); float red = ( imgColor.r * (LUT_Size - 1.0) + 0.499999 ) / (LUT_Size * LUT_Size); float green = ( imgColor.g * (LUT_Size - 1.0) + 0.499999 ) / LUT_Size; float blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; float blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); vec4 color1, color2, res; if (int(TNTC) == 1) { color1 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue1, green )); color2 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue2, green )); res = mixfix(color1, color2, mixer); float mx = max(res.r,max(res.g,res.b)); float l = mix(length(imgColor.rgb), length(res.rgb), max(mx-0.5,0.0)); res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.02),0.0,1.0)); res.rgb = normalize(res.rgb+1e-10)*l; vec3 cooler = D65_to_XYZ*res.rgb; cooler = XYZ_to_D50*cooler; res.rgb = mix(res.rgb, cooler, 0.25); } else if (int(TNTC) == 2) { color1 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue1, green )); color2 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue2, green )); res = mixfix(color1, color2, mixer); float l = mix(length(imgColor.rgb), length(res.rgb), 0.4); res.rgb = normalize(res.rgb + 1e-10)*l; } else if (int(TNTC) == 3) { color1 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue1, green )); color2 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue2, green )); res = mixfix(color1, color2, mixer); res.rgb = pow(res.rgb, vec3(1.0/1.20)); float mx = max(res.r,max(res.g,res.b)); res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.05),0.0,1.0)); float l = length(imgColor.rgb); res.rgb = normalize(res.rgb + 1e-10)*l; } FragColor = vec4(mix(imgColor.rgb, res.rgb, min(TNTC,1.0)),1.0); }