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https://github.com/italicsjenga/slang-shaders.git
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88 lines
2.9 KiB
Plaintext
88 lines
2.9 KiB
Plaintext
#version 450
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/*
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Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR.
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This is used to do this mapping BEFORE screen effects are applied.
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Originally part of the crt\crt-sony-pvm-4k-hdr.slangp but can be used for any shader
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*/
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#pragma format R16G16B16A16_SFLOAT
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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 Contrast;
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float PaperWhiteNits;
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float MaxNits;
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} params;
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#pragma parameter Contrast "Contrast" 3.75 0.0 10.0 0.01
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#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 0.0 10000.0 10.0
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#pragma parameter MaxNits "Peak Luminance" 700.0 0.0 10000.0 10.0
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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;
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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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#define kMaxNitsFor2084 10000.0f
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#define kEpsilon 0.0001f
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#define kLumaChannelRatio 0.25f
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vec3 InverseTonemap(vec3 sdr)
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{
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sdr = pow(abs(sdr), vec3(params.Contrast / 2.2f)); /* Display Gamma - needs to be determined by calibration screen */
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float luma = dot(sdr, vec3(0.2126, 0.7152, 0.0722)); /* Rec BT.709 luma coefficients - https://en.wikipedia.org/wiki/Luma_(video) */
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/* Inverse reinhard tonemap */
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float maxValue = (params.MaxNits / params.PaperWhiteNits) + kEpsilon;
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float elbow = maxValue / (maxValue - 1.0f);
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float offset = 1.0f - ((0.5f * elbow) / (elbow - 0.5f));
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float hdrLumaInvTonemap = offset + ((luma * elbow) / (elbow - luma));
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float sdrLumaInvTonemap = luma / ((1.0f + kEpsilon) - luma); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */
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float lumaInvTonemap = (luma > 0.5f) ? hdrLumaInvTonemap : sdrLumaInvTonemap;
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vec3 perLuma = sdr / (luma + kEpsilon) * lumaInvTonemap;
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vec3 hdrInvTonemap = offset + ((sdr * elbow) / (elbow - sdr));
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vec3 sdrInvTonemap = sdr / ((1.0f + kEpsilon) - sdr); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */
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vec3 perChannel = vec3(sdr.x > 0.5f ? hdrInvTonemap.x : sdrInvTonemap.x,
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sdr.y > 0.5f ? hdrInvTonemap.y : sdrInvTonemap.y,
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sdr.z > 0.5f ? hdrInvTonemap.z : sdrInvTonemap.z);
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vec3 hdr = mix(perLuma, perChannel, vec3(kLumaChannelRatio));
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return hdr;
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}
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void main()
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{
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vec4 sdr = texture(Source, vTexCoord);
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FragColor = vec4(InverseTonemap(sdr.rgb), sdr.a);
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}
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