mirror of
https://github.com/italicsjenga/slang-shaders.git
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77a6d1d561
Removed all nit values from the presets as this is all TV dependent
64 lines
1.8 KiB
Plaintext
64 lines
1.8 KiB
Plaintext
#version 450
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/*
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Part of the crt-sony-megatron 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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#include "include\inverse_tonemap.h"
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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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float Saturation;
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float DisplayGamma;
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} params;
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#pragma parameter Contrast "Contrast" 3.75 0.0 10.0 0.05
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#pragma parameter PaperWhiteNits "Paper White Luminance" 200.0 0.0 10000.0 10.0
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#pragma parameter MaxNits "Peak Luminance" 1000.0 0.0 10000.0 10.0
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#pragma parameter Saturation "Saturation" 0.25 0.0 1.0 0.01
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#pragma parameter DisplayGamma "Display Gamma" 2.2 0.0 5.0 0.1
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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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void main()
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{
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vec4 source = texture(Source, vTexCoord);
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vec3 sdr = pow(abs(source.rgb), vec3(params.Contrast / params.DisplayGamma)); /* Display Gamma - needs to be determined by calibration screen */
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FragColor = vec4(InverseTonemap(sdr, params.MaxNits, params.PaperWhiteNits, params.Saturation), source.a);
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}
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