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make LUT shaders automatically set color depth
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@ -6,11 +6,8 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float LUT_Size;
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} params;
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#pragma parameter LUT_Size "LUT Size" 16.0 1.0 64.0 1.0
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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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@ -43,11 +40,12 @@ vec4 mixfix(vec4 a, vec4 b, float c)
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void main()
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{
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vec2 LUT_Size = textureSize(SamplerLUT, 0);
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vec4 imgColor = texture(Source, vTexCoord.xy);
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float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.4999 ) / (params.LUT_Size * params.LUT_Size);
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float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.4999 ) / params.LUT_Size;
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float blue1 = (floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
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float blue2 = (ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
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float red = ( imgColor.r * (LUT_Size.y - 1.0) + 0.4999 ) / (LUT_Size.y * LUT_Size.y);
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float green = ( imgColor.g * (LUT_Size.y - 1.0) + 0.4999 ) / LUT_Size.y;
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float blue1 = (floor( imgColor.b * (LUT_Size.y - 1.0) ) / LUT_Size.y) + red;
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float blue2 = (ceil( imgColor.b * (LUT_Size.y - 1.0) ) / LUT_Size.y) + 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 = texture( SamplerLUT, vec2( blue1, green ));
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vec4 color2 = texture( SamplerLUT, vec2( blue2, green ));
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@ -1,7 +1,6 @@
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#version 450
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// A version of the LUT shader that loads 2 LUTs.
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// For use with Kurozumi's 64-bit colorspace LUTs.
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layout(push_constant) uniform Push
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{
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@ -12,12 +11,7 @@ layout(push_constant) uniform Push
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float LUT_selector_param;
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} params;
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#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0
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//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0
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//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0
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const float LUT_Size1 = 64.0;
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const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs
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#pragma parameter LUT_selector_param "LUT Selector" 1.0 1.0 2.0 1.0
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int LUT_selector = int(params.LUT_selector_param);
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -53,26 +47,24 @@ vec4 mixfix(vec4 a, vec4 b, float c)
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void main()
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{
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float LUT_Size = mix(textureSize(SamplerLUT1, 0).y, textureSize(SamplerLUT2, 0).y, params.LUT_selector_param - 1.0);
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vec4 imgColor = texture(Source, vTexCoord.xy);
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vec4 color1, color2 = vec4(0.,0.,0.,0.);
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float red, green, blue1, blue2, mixer = 0.0;
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red = ( imgColor.r * (LUT_Size - 1.0) + 0.4999 ) / (LUT_Size * LUT_Size);
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green = ( imgColor.g * (LUT_Size - 1.0) + 0.4999 ) / LUT_Size;
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blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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if(LUT_selector == 1)
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{
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red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1);
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green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1;
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blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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color1 = texture( SamplerLUT1, vec2( blue1, green ));
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color2 = texture( SamplerLUT1, vec2( blue2, green ));
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color1 = texture( SamplerLUT1, vec2( blue1, green ));
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color2 = texture( SamplerLUT1, vec2( blue2, green ));
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}
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if(LUT_selector == 2)
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else
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{
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red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2);
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green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2;
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blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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color1 = texture( SamplerLUT2, vec2( blue1, green ));
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color2 = texture( SamplerLUT2, vec2( blue2, green ));
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}
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