mirror of
https://github.com/italicsjenga/slang-shaders.git
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71 lines
1.9 KiB
Plaintext
71 lines
1.9 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz, W. M. Martinez
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//-----------------------------------------------------------------------------
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// Primary Effect
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//-----------------------------------------------------------------------------
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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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} params;
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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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//-----------------------------------------------------------------------------
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// Macros
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//-----------------------------------------------------------------------------
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#define LUT_TEXTURE_WIDTH 4096.0f
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#define LUT_SIZE 64.0f
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#define LUT_SCALE vec2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
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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 MaskTexture;
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#define DiffuseSampler Source
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#define LutSampler MaskTexture
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//-----------------------------------------------------------------------------
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// Utilities
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//-----------------------------------------------------------------------------
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vec3 apply_lut(vec3 color)
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{
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// NOTE: Do not change the order of parameters here.
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vec3 lutcoord = vec3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) *
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LUT_SCALE, color.b * (LUT_SIZE - 1.0f));
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float shift = floor(lutcoord.z);
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lutcoord.x += shift * LUT_SCALE.y;
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color.rgb = mix(texture(LutSampler, lutcoord.xy).rgb, texture(LutSampler,
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float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb,
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lutcoord.z - shift);
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return color;
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}
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void main()
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{
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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} |