mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
97 lines
2.4 KiB
Plaintext
97 lines
2.4 KiB
Plaintext
#version 450
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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 WP;
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float wp_saturation;
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float tate, fliph, flipv;
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} params;
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#pragma parameter tate "TATE Mode" 0.0 0.0 1.0 1.0
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#pragma parameter fliph "Flip The Image Horizontally" -1.0 -1.0 1.0 2.0
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#pragma parameter flipv "Flip The Image Vertically" 1.0 -1.0 1.0 2.0
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#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
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#pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05
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#define WP params.WP
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#define wp_saturation params.wp_saturation
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#define tate params.tate
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#define fliph params.fliph
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#define flipv params.flipv
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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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 * mix(vec4(1.0), vec4(flipv, fliph, 1.0, 1.0), tate);
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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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const mat3 D65_to_XYZ = mat3 (
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0.4306190, 0.2220379, 0.0201853,
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0.3415419, 0.7066384, 0.1295504,
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0.1783091, 0.0713236, 0.9390944);
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const mat3 XYZ_to_D65 = mat3 (
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3.0628971, -0.9692660, 0.0678775,
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-1.3931791, 1.8760108, -0.2288548,
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-0.4757517, 0.0415560, 1.0693490);
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const mat3 D50_to_XYZ = mat3 (
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0.4552773, 0.2323025, 0.0145457,
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0.3675500, 0.7077956, 0.1049154,
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0.1413926, 0.0599019, 0.7057489);
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const mat3 XYZ_to_D50 = mat3 (
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2.9603944, -0.9787684, 0.0844874,
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-1.4678519, 1.9161415, -0.2545973,
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-0.4685105, 0.0334540, 1.4216174);
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void main()
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{
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vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb;
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color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color);
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float p = 2.4;
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color = pow(color, vec3(p));
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vec3 warmer = D50_to_XYZ*color;
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warmer = XYZ_to_D65*warmer;
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vec3 cooler = D65_to_XYZ*color;
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cooler = XYZ_to_D50*cooler;
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float m = abs(WP)/100.0;
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vec3 comp = (WP < 0.0) ? cooler : warmer;
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color = mix(color, comp, m);
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color = pow(color, vec3(1.0/p));
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float a = 0.0; if (tate > 0.5) a = 0.5;
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FragColor = vec4(color,a);
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} |