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https://github.com/italicsjenga/slang-shaders.git
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81 lines
2.6 KiB
Plaintext
Executable file
81 lines
2.6 KiB
Plaintext
Executable file
#version 450
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// A version of the LUT shader that loads 2 LUTs.
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// For use with Kurozumi's 64-bit colorspace LUTs.
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float LUT_selector_param;
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} params;
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#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0
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//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0
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//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0
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const float LUT_Size1 = 64.0;
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const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs
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int LUT_selector = int(params.LUT_selector_param);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
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layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
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// This shouldn't be necessary but it seems some undefined values can
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// creep in and each GPU vendor handles that differently. This keeps
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// all values within a safe range
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vec4 mixfix(vec4 a, vec4 b, float c)
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{
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return (a.z < 1.0) ? mix(a, b, c) : a;
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}
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void main()
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{
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vec4 imgColor = texture(Source, vTexCoord.xy);
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vec4 color1, color2 = vec4(0.,0.,0.,0.);
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float red, green, blue1, blue2, mixer = 0.0;
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if(LUT_selector == 1)
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{
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red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1);
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green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1;
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blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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color1 = texture( SamplerLUT1, vec2( blue1, green ));
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color2 = texture( SamplerLUT1, vec2( blue2, green ));
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}
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if(LUT_selector == 2)
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{
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red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2);
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green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2;
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blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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color1 = texture( SamplerLUT2, vec2( blue1, green ));
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color2 = texture( SamplerLUT2, vec2( blue2, green ));
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}
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FragColor = mixfix(color1, color2, mixer);
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}
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