mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
365 lines
8.9 KiB
Plaintext
365 lines
8.9 KiB
Plaintext
#version 450
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/* Filename: chromaticity
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Copyright (C) 2023 W. M. Martinez
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splitted and adjusted by DariusG
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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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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float COLOR_MODE, Dx;
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} params;
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#pragma parameter COLOR_MODE "SRGB,SMPTE C,REC709,BT2020,SMPTE240,NTSC1953,EBU" 0.0 0.0 6.0 1.0
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#pragma parameter Dx "Color Temp: D50, D55, D65, D75" 2.0 -1.0 3.0 1.0
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#define Dx params.Dx
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#define COLOR_MODE params.COLOR_MODE
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#define WHITE vec3(1.0, 1.0, 1.0)
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/*
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SMPTE-C/170M used by NTSC and PAL and by SDTV in general.
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REC709 used by HDTV in general.
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SRGB used by most webcams and computer graphics. ***NOTE***: Gamma 2.4
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BT2020 used by Ultra-high definition television (UHDTV) and wide color gamut.
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SMPTE240 used during the early days of HDTV (1988-1998).
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NTSC1953 used by NTSC at 1953.
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EBU used by PAL/SECAM in 1975. Identical to REC601.
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*/
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// RX RY GX GY BX BY RL GL BL TR0 TR TR2
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// SMPTE C 0.630 0.340 / 0.310 0.595 / 0.155 0.070 / 0.299 0.587 0.114 / 0.018 0.099 4.5
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// REC709 0.640 0.330 / 0.300 0.600 / 0.150 0.060 / 0.212 0.715 0.072 / 0.018 0.099 4.5
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// SRGB 0.640 0.330 / 0.300 0.600 / 0.150 0.060 / 0.299 0.587 0.114 / 0.040 0.055 12.92
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// BT2020 0.708 0.292 / 0.170 0.797 / 0.131 0.046 / 0.262 0.678 0.059 / 0.059 0.099 4.5
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// SMPTE240 0.630 0.340 / 0.310 0.595 / 0.155 0.070 / 0.212 0.701 0.086 / 0.091 0.111 4.0
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// NTSC1953 0.670 0.330 / 0.210 0.710 / 0.140 0.080 / 0.210 0.710 0.080 / 0.081 0.099 4.5
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// EBU 0.640 0.330 / 0.290 0.600 / 0.150 0.060 / 0.299 0.587 0.114 / 0.081 0.099 4.5
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// SECAM 0.640 0.330 / 0.290 0.600 / 0.150 0.060 / 0.334 0.585 0.081 / 0.081 0.099 4.5
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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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mat3 XYZ_TO_sRGB = mat3(
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3.2406255, -0.9689307, 0.0557101,
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-1.5372080, 1.8758561, -0.2040211,
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-0.4986286, 0.0415175, 1.0569959);
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mat3 colorspace_rgb()
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{
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return XYZ_TO_sRGB;
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}
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vec3 xyY_to_XYZ(const vec3 xyY)
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{
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float x = xyY.x;
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float y = xyY.y;
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float Y = xyY.z;
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float z = 1.0 - x - y;
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return vec3(Y * x / y, Y, Y * z / y);
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}
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vec3 Yrgb_to_RGB(mat3 toRGB, vec3 W, vec3 Yrgb)
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{
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//0 SRGB 0.640 0.330 / 0.300 0.600 / 0.150 0.060 --
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//1 SMPTE C 0.630 0.340 / 0.310 0.595 / 0.155 0.070 --
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//2 REC709 0.640 0.330 / 0.300 0.600 / 0.150 0.060 --
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//3 BT2020 0.708 0.292 / 0.170 0.797 / 0.131 0.046 --
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//4 SMPTE240 0.630 0.340 / 0.310 0.595 / 0.155 0.070 --
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//5 NTSC1953 0.670 0.330 / 0.210 0.710 / 0.140 0.080
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//6 EBU 0.640 0.330 / 0.290 0.600 / 0.150 0.060 --
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float CHROMA_A_X, CHROMA_A_Y,CHROMA_B_X, CHROMA_B_Y, CHROMA_C_X, CHROMA_C_Y;
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if (COLOR_MODE == 0.0 || COLOR_MODE == 2.0 )
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{
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CHROMA_A_X=0.64;
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CHROMA_A_Y=0.33;
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CHROMA_B_X=0.3;
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CHROMA_B_Y=0.6;
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CHROMA_C_X= 0.15;
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CHROMA_C_Y= 0.06;
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}
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else if (COLOR_MODE == 1.0 || COLOR_MODE == 4.0)
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{
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CHROMA_A_X=0.63;
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CHROMA_A_Y=0.34;
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CHROMA_B_X=0.31;
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CHROMA_B_Y=0.595;
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CHROMA_C_X= 0.155;
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CHROMA_C_Y= 0.070;
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}
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else if (COLOR_MODE == 3.0 )
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{
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CHROMA_A_X=0.708;
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CHROMA_A_Y=0.292;
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CHROMA_B_X=0.17;
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CHROMA_B_Y=0.797;
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CHROMA_C_X= 0.131;
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CHROMA_C_Y= 0.046;
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}
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else if (COLOR_MODE == 5.0 )
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{
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CHROMA_A_X=0.67;
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CHROMA_A_Y=0.33;
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CHROMA_B_X=0.21;
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CHROMA_B_Y=0.71;
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CHROMA_C_X= 0.14;
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CHROMA_C_Y= 0.08;
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}
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else if (COLOR_MODE == 6.0)
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{
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CHROMA_A_X=0.64;
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CHROMA_A_Y=0.33;
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CHROMA_B_X=0.29;
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CHROMA_B_Y=0.60;
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CHROMA_C_X= 0.15;
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CHROMA_C_Y= 0.06;
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}
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mat3 xyYrgb = mat3(CHROMA_A_X, CHROMA_A_Y, Yrgb.r,
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CHROMA_B_X, CHROMA_B_Y, Yrgb.g,
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CHROMA_C_X, CHROMA_C_Y, Yrgb.b);
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mat3 XYZrgb = mat3(xyY_to_XYZ(xyYrgb[0]),
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xyY_to_XYZ(xyYrgb[1]),
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xyY_to_XYZ(xyYrgb[2]));
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mat3 RGBrgb = mat3(toRGB * XYZrgb[0],
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toRGB * XYZrgb[1],
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toRGB * XYZrgb[2]);
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return vec3(dot(W, vec3(RGBrgb[0].r, RGBrgb[1].r, RGBrgb[2].r)),
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dot(W, vec3(RGBrgb[0].g, RGBrgb[1].g, RGBrgb[2].g)),
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dot(W, vec3(RGBrgb[0].b, RGBrgb[1].b, RGBrgb[2].b)));
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}
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vec3 luminance()
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{
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//0 SRGB 0.299 0.587 0.114
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//1 SMPTE C 0.299 0.587 0.114
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//2 REC709 0.212 0.715 0.072
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//3 BT2020 0.262 0.678 0.059
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//4 SMPTE240 0.212 0.701 0.086
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//5 NTSC1953 0.299 0.587 0.114
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//6 EBU 0.299 0.587 0.114
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float CHROMA_A_WEIGHT, CHROMA_B_WEIGHT, CHROMA_C_WEIGHT;
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if (COLOR_MODE == 0.0 || COLOR_MODE == 1.0 ||
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COLOR_MODE == 5.0 || COLOR_MODE == 6.0)
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{
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CHROMA_A_WEIGHT = 0.299;
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CHROMA_B_WEIGHT = 0.587;
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CHROMA_C_WEIGHT = 0.114;
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}
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else if (COLOR_MODE == 2.0 || COLOR_MODE == 4.0)
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{
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CHROMA_A_WEIGHT = 0.2126;
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CHROMA_B_WEIGHT = 0.7152;
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CHROMA_C_WEIGHT = 0.0722;
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}
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else if (COLOR_MODE == 3.0 )
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{
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CHROMA_A_WEIGHT = 0.2627;
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CHROMA_B_WEIGHT = 0.678;
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CHROMA_C_WEIGHT = 0.0593;
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}
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return vec3(CHROMA_A_WEIGHT, CHROMA_B_WEIGHT, CHROMA_C_WEIGHT);
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}
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////////////////////////////////////////////////
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/// GAMMA IN FUNCTION /////////////////////////
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float sdr_linear(const float x)
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{
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// RX RY GX GY BX BY RL GL BL TR1 TR2 TR3
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//0 SRGB 0.040 0.055 12.92
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//1 SMPTE C 0.018 0.099 4.5
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//2 REC709 0.018 0.099 4.5
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//3 BT2020 0.059 0.099 4.5
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//4 SMPTE240 0.091 0.111 4.0
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//5 NTSC1953 0.018 0.099 4.5
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//6 EBU 0.081 0.099 4.5
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float CRT_TR1 ,CRT_TR2, CRT_TR3, GAMMAIN;
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if (COLOR_MODE == 0.0)
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{
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CRT_TR1 = 0.04045;
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CRT_TR2 = 0.055;
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CRT_TR3 = 12.92;
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GAMMAIN = 2.4;
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}
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else if (COLOR_MODE == 1.0 || COLOR_MODE == 2.0)
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{
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CRT_TR1 = 0.081;
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CRT_TR2 = 0.099;
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CRT_TR3 = 4.5;
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GAMMAIN = 2.2;
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}
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else if (COLOR_MODE == 3.0 )
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{
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CRT_TR1 = 0.018;
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CRT_TR2 = 0.099;
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CRT_TR3 = 4.5;
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GAMMAIN = 2.2;
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}
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else if (COLOR_MODE == 4.0 )
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{
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CRT_TR1 = 0.0913;
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CRT_TR2 = 0.1115;
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CRT_TR3 = 4.0;
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GAMMAIN = 2.2;
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}
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else if (COLOR_MODE == 5.0 || COLOR_MODE == 6.0)
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{
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CRT_TR1 = 0.081;
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CRT_TR2 = 0.099;
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CRT_TR3 = 4.5;
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GAMMAIN = 2.2;
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}
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return x < CRT_TR1 ? x / CRT_TR3 : pow((x + CRT_TR2) / (1.0+ CRT_TR2), GAMMAIN);
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}
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vec3 sdr_linear(const vec3 x)
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{
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return vec3(sdr_linear(x.r), sdr_linear(x.g), sdr_linear(x.b));
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}
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////////////////////////////////////////////////
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/// GAMMA OUT FUNCTION /////////////////////////
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float srgb_gamma(const float x)
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{
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//0 SRGB 0.00313 0.055 12.92
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//1 SMPTE C 0.018 0.099 4.5
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//2 REC709 0.018 0.099 4.5
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//3 BT2020 0.059 0.099 4.5
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//4 SMPTE240 0.091 0.111 4.0
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//5 NTSC1953 0.018 0.099 4.5
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//6 EBU 0.081 0.099 4.5
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float LCD_TR1 ,LCD_TR2, LCD_TR3, GAMMAOUT;
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if (COLOR_MODE == 0.0)
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{
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LCD_TR1 = 0.00313;
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LCD_TR2 = 0.055;
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LCD_TR3 = 12.92;
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GAMMAOUT = 2.4;
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}
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else if (COLOR_MODE == 1.0 || COLOR_MODE == 2.0)
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{
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LCD_TR1 = 0.018;
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LCD_TR2 = 0.099;
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LCD_TR3 = 4.5;
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GAMMAOUT = 2.2;
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}
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else if (COLOR_MODE == 3.0 )
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{
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LCD_TR1 = 0.018;
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LCD_TR2 = 0.099;
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LCD_TR3 = 4.5;
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GAMMAOUT = 2.2;
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}
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else if (COLOR_MODE == 4.0 )
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{
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LCD_TR1 = 0.0228;
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LCD_TR2 = 0.1115;
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LCD_TR3 = 4.0;
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GAMMAOUT = 2.2;
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}
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else if (COLOR_MODE == 5.0 || COLOR_MODE == 6.0)
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{
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LCD_TR1 = 0.018;
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LCD_TR2 = 0.099;
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LCD_TR3 = 4.5;
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GAMMAOUT = 2.2;
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}
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return x <= LCD_TR1 ? LCD_TR3 * x : (1.0+LCD_TR2) * pow(x, 1.0 / GAMMAOUT) - LCD_TR2;
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}
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vec3 srgb_gamma(const vec3 x)
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{
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return vec3(srgb_gamma(x.r), srgb_gamma(x.g), srgb_gamma(x.b));
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}
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vec3 TEMP ()
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{
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if (Dx == 0.0) return vec3(0.964,1.0,0.8252);
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else if (Dx == 1.0) return vec3(0.95682,1.0,0.92149);
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else if (Dx == 2.0) return vec3(0.95047,1.0,1.0888);
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else if (Dx == 3.0) return vec3(0.94972,1.0,1.22638);
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else return vec3(1.0);
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}
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void main()
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{
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mat3 toRGB = colorspace_rgb();
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vec3 Yrgb = texture(Source, vTexCoord).rgb;
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Yrgb = sdr_linear(Yrgb);
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vec3 W = luminance();
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vec3 RGB = Yrgb_to_RGB(toRGB, W, Yrgb);
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RGB = clamp(RGB, 0.0, 1.0);
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RGB = srgb_gamma(RGB)*TEMP();
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FragColor = vec4(RGB, 1.0);
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}
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