add LUT tonemapping shader

This commit is contained in:
hunterk 2017-05-29 22:04:55 -05:00
parent 7ca9a74d2f
commit 5f93116ada
9 changed files with 52 additions and 0 deletions

8
reshade/lut.slangp Normal file
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shaders = 1
shader0 = shaders/LUT/LUT.slang
textures = SamplerLUT
SamplerLUT = shaders/LUT/16.png
SamplerLUT_linear = true

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reshade/shaders/LUT/16.png Normal file

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reshade/shaders/LUT/32.png Normal file

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reshade/shaders/LUT/LUT.slang Executable file
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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LUT_Size;
} params;
#pragma parameter LUT_Size "LUT Size" 16.0 16.0 64.0 1.0
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;
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
void main()
{
vec4 imgColor = texture(Source, vTexCoord.xy);
float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.5 ) / (params.LUT_Size * params.LUT_Size);
float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size;
float blue = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
vec4 color = texture( SamplerLUT, vec2( blue + red, green ));
FragColor = color;
}

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reshade/shaders/bloom-pass-sh1nra358.slang Normal file → Executable file
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reshade/shaders/blur-haze-sh1nra358.slang Normal file → Executable file
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reshade/shaders/scanlines.slang Normal file → Executable file
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reshade/shaders/vibrance-pass-sh1nra358.slang Normal file → Executable file
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