mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
88 lines
2 KiB
Plaintext
88 lines
2 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float WP;
|
|
float wp_saturation;
|
|
} params;
|
|
|
|
#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
|
|
#pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05
|
|
|
|
#define WP params.WP
|
|
#define wp_saturation params.wp_saturation
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
#define TEX0 vTexCoord
|
|
|
|
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;
|
|
|
|
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_D65 = mat3 (
|
|
3.0628971, -0.9692660, 0.0678775,
|
|
-1.3931791, 1.8760108, -0.2288548,
|
|
-0.4757517, 0.0415560, 1.0693490);
|
|
|
|
const mat3 D50_to_XYZ = mat3 (
|
|
0.4552773, 0.2323025, 0.0145457,
|
|
0.3675500, 0.7077956, 0.1049154,
|
|
0.1413926, 0.0599019, 0.7057489);
|
|
|
|
const mat3 XYZ_to_D50 = mat3 (
|
|
2.9603944, -0.9787684, 0.0844874,
|
|
-1.4678519, 1.9161415, -0.2545973,
|
|
-0.4685105, 0.0334540, 1.4216174);
|
|
|
|
void main()
|
|
{
|
|
vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb;
|
|
|
|
color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color);
|
|
|
|
float p = 2.4;
|
|
|
|
color = pow(color, vec3(p));
|
|
|
|
vec3 warmer = D50_to_XYZ*color;
|
|
warmer = XYZ_to_D65*warmer;
|
|
|
|
vec3 cooler = D65_to_XYZ*color;
|
|
cooler = XYZ_to_D50*cooler;
|
|
|
|
float m = abs(WP)/100.0;
|
|
|
|
vec3 comp = (WP < 0.0) ? cooler : warmer;
|
|
|
|
color = mix(color, comp, m);
|
|
|
|
color = pow(color, vec3(1.0/p));
|
|
|
|
FragColor = vec4(color,1.0);
|
|
} |