mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 16:30:05 +00:00
add SimoneT's NTSC Colors shader
This commit is contained in:
parent
e3441b8cc9
commit
5ca4d88071
157
misc/colorspace-tools.h
Normal file
157
misc/colorspace-tools.h
Normal file
@ -0,0 +1,157 @@
|
||||
// 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
39
misc/ntsc-colors.slang
Executable file
@ -0,0 +1,39 @@
|
||||
#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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user