add SimoneT's NTSC Colors shader

This commit is contained in:
hunterk 2016-10-30 22:28:05 -05:00
parent e3441b8cc9
commit 5ca4d88071
2 changed files with 196 additions and 0 deletions

157
misc/colorspace-tools.h Normal file
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// Colorspace Tools
// ported from Asmodean's PsxFX Shader Suite v2.00
// NTSC color code from SimoneT
// License: GPL v2+
/*------------------------------------------------------------------------------
[GAMMA CORRECTION CODE SECTION]
------------------------------------------------------------------------------*/
vec3 EncodeGamma(vec3 color, float gamma)
{
color = clamp(color, 0.0, 1.0);
color.r = (color.r <= 0.0404482362771082) ?
color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
color.g = (color.g <= 0.0404482362771082) ?
color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
color.b = (color.b <= 0.0404482362771082) ?
color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
return color;
}
vec3 DecodeGamma(vec3 color, float gamma)
{
color = clamp(color, 0.0, 1.0);
color.r = (color.r <= 0.00313066844250063) ?
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ?
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ?
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
return color;
}
#ifdef GAMMA_CORRECTION
float4 GammaPass(float4 color, vec2 texcoord)
{
const float GammaConst = 2.233333;
color.rgb = EncodeGamma(color.rgb, GammaConst);
color.rgb = DecodeGamma(color.rgb, float(Gamma));
return color;
}
#endif
//Conversion matrices
vec3 RGBtoXYZ(vec3 RGB)
{
const mat3x3 m = mat3x3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);
return RGB * m;
}
vec3 XYZtoRGB(vec3 XYZ)
{
const mat3x3 m = mat3x3(
1.9099961, -0.5324542, -0.2882091,
-0.9846663, 1.9991710, -0.0283082,
0.0583056, -0.1183781, 0.8975535);
return XYZ * m;
}
vec3 XYZtoSRGB(vec3 XYZ)
{
const mat3x3 m = mat3x3(
3.2404542,-1.5371385,-0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434,-0.2040259, 1.0572252);
return XYZ * m;
}
vec3 RGBtoYUV(vec3 RGB)
{
const mat3x3 m = mat3x3(
0.2126, 0.7152, 0.0722,
-0.09991,-0.33609, 0.436,
0.615, -0.55861, -0.05639);
return RGB * m;
}
vec3 YUVtoRGB(vec3 YUV)
{
const mat3x3 m = mat3x3(
1.000, 0.000, 1.28033,
1.000,-0.21482,-0.38059,
1.000, 2.12798, 0.000);
return YUV * m;
}
vec3 RGBtoYIQ(vec3 RGB)
{
const mat3x3 m = mat3x3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114);
return RGB * m;
}
vec3 YIQtoRGB(vec3 YIQ)
{
const mat3x3 m = mat3x3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
return YIQ * m;
}
vec3 XYZtoYxy(vec3 XYZ)
{
float w = (XYZ.r + XYZ.g + XYZ.b);
vec3 Yxy;
Yxy.r = XYZ.g;
Yxy.g = XYZ.r / w;
Yxy.b = XYZ.g / w;
return Yxy;
}
vec3 YxytoXYZ(vec3 Yxy)
{
vec3 XYZ;
XYZ.g = Yxy.r;
XYZ.r = Yxy.r * Yxy.g / Yxy.b;
XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;
return XYZ;
}
// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
vec3 NTSC(vec3 c)
{
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
return RGBtoXYZ(v);
}
// conversion from XYZ to sRGB Reference White D65 ( color space used by windows )
vec3 sRGB(vec3 c)
{
vec3 v = XYZtoSRGB(c);
v = DecodeGamma(v, 2.4); //Companding
return v;
}
// NTSC RGB to sRGB
vec3 NTSCtoSRGB( vec3 c )
{
return sRGB(NTSC( c ));
}

39
misc/ntsc-colors.slang Executable file
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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "colorspace-tools.h"
#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;
void main()
{
vec3 color = texture(Source, vTexCoord).rgb;
color = NTSCtoSRGB(color.rgb);
FragColor = vec4(color, 1.0);
}