mirror of
https://github.com/italicsjenga/slang-shaders.git
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f281a47e5c
closes #100
113 lines
3.6 KiB
Plaintext
113 lines
3.6 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 TNTC;
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} params;
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#pragma parameter TNTC "LUT Colors" 0.0 0.0 3.0 1.0
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#define TNTC params.TNTC
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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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layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
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layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
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layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3;
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#define LUT_Size 32.0
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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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_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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// This shouldn't be necessary but it seems some undefined values can
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// creep in and each GPU vendor handles that differently. This keeps
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// all values within a safe range
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vec4 mixfix(vec4 a, vec4 b, float c)
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{
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return (a.z < 1.0) ? mix(a, b, c) : a;
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}
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void main()
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{
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vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy);
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if (int(TNTC) == 0)
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{
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FragColor = imgColor;
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return;
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}
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else
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{
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float red = ( imgColor.r * (LUT_Size - 1.0) + 0.499999 ) / (LUT_Size * LUT_Size);
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float green = ( imgColor.g * (LUT_Size - 1.0) + 0.499999 ) / LUT_Size;
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float blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
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float blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
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float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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vec4 color1, color2, res;
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if (int(TNTC) == 1)
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{
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color1 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue1, green ));
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color2 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue2, green ));
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res = mixfix(color1, color2, mixer);
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float mx = max(res.r,max(res.g,res.b));
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float l = mix(length(imgColor.rgb), length(res.rgb), max(mx-0.5,0.0));
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res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.02),0.0,1.0));
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res.rgb = normalize(res.rgb+1e-10)*l;
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vec3 cooler = D65_to_XYZ*res.rgb;
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cooler = XYZ_to_D50*cooler;
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res.rgb = mix(res.rgb, cooler, 0.25);
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}
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else if (int(TNTC) == 2)
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{
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color1 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue1, green ));
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color2 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue2, green ));
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res = mixfix(color1, color2, mixer);
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float l = mix(length(imgColor.rgb), length(res.rgb), 0.4);
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res.rgb = normalize(res.rgb + 1e-10)*l;
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}
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else if (int(TNTC) == 3)
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{
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color1 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue1, green ));
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color2 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue2, green ));
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res = mixfix(color1, color2, mixer);
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res.rgb = pow(res.rgb, vec3(1.0/1.20));
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float mx = max(res.r,max(res.g,res.b));
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res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.05),0.0,1.0));
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float l = length(imgColor.rgb);
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res.rgb = normalize(res.rgb + 1e-10)*l;
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}
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FragColor = vec4(mix(imgColor.rgb, res.rgb, min(TNTC,1.0)),1.0);
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}
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}
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