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https://github.com/italicsjenga/slang-shaders.git
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89 lines
2.6 KiB
Plaintext
89 lines
2.6 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 map into HDR10 space.
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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 A2B10G10R10_UNORM_PACK32
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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 PaperWhiteNits;
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float ExpandGamut;
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} params;
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#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 0.0 10000.0 10.0
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#pragma parameter ExpandGamut "ExpandGamut" 1.0 0.0 1.0 1.0
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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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const mat3 k709to2020 = mat3 (
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0.6274040f, 0.3292820f, 0.0433136f,
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0.0690970f, 0.9195400f, 0.0113612f,
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0.0163916f, 0.0880132f, 0.8955950f);
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/* START Converted from (Copyright (c) Microsoft Corporation - Licensed under the MIT License.) https://github.com/microsoft/Xbox-ATG-Samples/tree/master/Kits/ATGTK/HDR */
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const mat3 kExpanded709to2020 = mat3 (
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0.6274040f, 0.3292820f, 0.0433136f,
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0.0457456, 0.941777, 0.0124772,
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-0.00121055, 0.0176041, 0.983607);
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vec3 LinearToST2084(vec3 normalizedLinearValue)
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{
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vec3 ST2084 = pow((0.8359375f + 18.8515625f * pow(abs(normalizedLinearValue), vec3(0.1593017578f))) / (1.0f + 18.6875f * pow(abs(normalizedLinearValue), vec3(0.1593017578f))), vec3(78.84375f));
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return ST2084; /* Don't clamp between [0..1], so we can still perform operations on scene values higher than 10,000 nits */
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}
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/* END Converted from (Copyright (c) Microsoft Corporation - Licensed under the MIT License.) https://github.com/microsoft/Xbox-ATG-Samples/tree/master/Kits/ATGTK/HDR */
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vec3 Hdr10(vec3 hdr)
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{
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/* Now convert into HDR10 */
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vec3 rec2020 = hdr * k709to2020;
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if(params.ExpandGamut > 0.0f)
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{
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rec2020 = hdr * kExpanded709to2020;
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}
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vec3 linearColour = rec2020 * (params.PaperWhiteNits / kMaxNitsFor2084);
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vec3 hdr10 = LinearToST2084(linearColour);
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return hdr10;
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}
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void main()
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{
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vec4 hdr = texture(Source, vTexCoord);
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FragColor = vec4(Hdr10(hdr.rgb), hdr.a);
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}
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