slang-shaders/crt/shaders/guest/d65-d50.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float WP;
} params;
#pragma parameter WP "D65 to D50 strength %" 0.0 -100.0 100.0 10.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
const mat3 D65 = mat3 (
0.5767309, 0.2973769, 0.0270343,
0.1855540, 0.6273491, 0.0706872,
0.1881852, 0.0752741, 0.9911085);
const mat3 D50 = mat3 (
1.7552599, -0.5441336, 0.0063467,
-0.4836786, 1.5068789, -0.0175761,
-0.2530000, 0.0215528, 1.2256959);
void main()
{
vec3 color = texture(Source, vTexCoord.xy).rgb;
vec3 c65 = D65*color;
vec3 c50 = D50*c65;
float m = params.WP/100.0;
color = (1.0-m)*color + m*c50;
FragColor = vec4(color,1.0);
}