mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 00:10:03 +00:00
Add basic gamma corrected linear and cubic filters.
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parent
7b1827a213
commit
7f80f00a4a
84
cubic/cubic-gamma-correct.slang
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84
cubic/cubic-gamma-correct.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void weights(out vec4 x, out vec4 y, vec2 t)
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{
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vec2 t2 = t * t;
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vec2 t3 = t2 * t;
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vec4 xs = vec4(1.0, t.x, t2.x, t3.x);
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vec4 ys = vec4(1.0, t.y, t2.y, t3.y);
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const vec4 p0 = vec4(+0.0, -0.5, +1.0, -0.5);
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const vec4 p1 = vec4(+1.0, 0.0, -2.5, +1.5);
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const vec4 p2 = vec4(+0.0, +0.5, +2.0, -1.5);
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const vec4 p3 = vec4(+0.0, 0.0, -0.5, +0.5);
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x = vec4(dot(xs, p0), dot(xs, p1), dot(xs, p2), dot(xs, p3));
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y = vec4(dot(ys, p0), dot(ys, p1), dot(ys, p2), dot(ys, p3));
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}
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void main()
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{
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vec2 uv = vTexCoord * global.SourceSize.xy - 0.5;
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vec2 texel = floor(uv);
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vec2 tex = (texel + 0.5) * global.SourceSize.zw;
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vec2 phase = uv - texel;
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec4 x;
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vec4 y;
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weights(x, y, phase);
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vec3 color;
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vec4 row = x * y.x;
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color = TEX(-1, -1) * row.x;
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color += TEX(+0, -1) * row.y;
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color += TEX(+1, -1) * row.z;
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color += TEX(+2, -1) * row.w;
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row = x * y.y;
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color += TEX(-1, +0) * row.x;
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color += TEX(+0, +0) * row.y;
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color += TEX(+1, +0) * row.z;
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color += TEX(+2, +0) * row.w;
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row = x * y.z;
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color += TEX(-1, +1) * row.x;
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color += TEX(+0, +1) * row.y;
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color += TEX(+1, +1) * row.z;
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color += TEX(+2, +1) * row.w;
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row = x * y.w;
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color += TEX(-1, +2) * row.x;
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color += TEX(+0, +2) * row.y;
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color += TEX(+1, +2) * row.z;
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color += TEX(+2, +2) * row.w;
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color = sqrt(clamp(color, vec3(0.0), vec3(1.0)));
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FragColor = vec4(color, 1.0);
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}
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10
cubic/cubic-gamma-correct.slangp
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10
cubic/cubic-gamma-correct.slangp
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shaders = 2
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shader0 = linearize.slang
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shader1 = cubic-gamma-correct.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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srgb_framebuffer0 = true
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filter_linear1 = false
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83
cubic/cubic.slang
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83
cubic/cubic.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void weights(out vec4 x, out vec4 y, vec2 t)
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{
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vec2 t2 = t * t;
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vec2 t3 = t2 * t;
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vec4 xs = vec4(1.0, t.x, t2.x, t3.x);
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vec4 ys = vec4(1.0, t.y, t2.y, t3.y);
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const vec4 p0 = vec4(+0.0, -0.5, +1.0, -0.5);
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const vec4 p1 = vec4(+1.0, 0.0, -2.5, +1.5);
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const vec4 p2 = vec4(+0.0, +0.5, +2.0, -1.5);
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const vec4 p3 = vec4(+0.0, 0.0, -0.5, +0.5);
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x = vec4(dot(xs, p0), dot(xs, p1), dot(xs, p2), dot(xs, p3));
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y = vec4(dot(ys, p0), dot(ys, p1), dot(ys, p2), dot(ys, p3));
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}
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void main()
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{
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vec2 uv = vTexCoord * global.SourceSize.xy - 0.5;
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vec2 texel = floor(uv);
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vec2 tex = (texel + 0.5) * global.SourceSize.zw;
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vec2 phase = uv - texel;
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec4 x;
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vec4 y;
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weights(x, y, phase);
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vec3 color;
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vec4 row = x * y.x;
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color = TEX(-1, -1) * row.x;
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color += TEX(+0, -1) * row.y;
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color += TEX(+1, -1) * row.z;
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color += TEX(+2, -1) * row.w;
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row = x * y.y;
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color += TEX(-1, +0) * row.x;
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color += TEX(+0, +0) * row.y;
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color += TEX(+1, +0) * row.z;
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color += TEX(+2, +0) * row.w;
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row = x * y.z;
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color += TEX(-1, +1) * row.x;
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color += TEX(+0, +1) * row.y;
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color += TEX(+1, +1) * row.z;
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color += TEX(+2, +1) * row.w;
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row = x * y.w;
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color += TEX(-1, +2) * row.x;
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color += TEX(+0, +2) * row.y;
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color += TEX(+1, +2) * row.z;
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color += TEX(+2, +2) * row.w;
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FragColor = vec4(color, 1.0);
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}
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3
cubic/cubic.slangp
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3
cubic/cubic.slangp
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@ -0,0 +1,3 @@
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shaders = 1
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shader0 = cubic.slang
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filter_linear0 = false
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32
cubic/linearize.slang
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32
cubic/linearize.slang
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#version 450
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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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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec3 gamma(vec3 v)
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{
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return v * v;
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}
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void main()
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{
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FragColor = vec4(gamma(texture(Source, vTexCoord).rgb), 1.0);
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}
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31
linear/linear-gamma-correct.slang
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31
linear/linear-gamma-correct.slang
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@ -0,0 +1,31 @@
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 color = texture(Source, vTexCoord).rgb;
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FragColor = vec4(sqrt(color), 1.0);
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}
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10
linear/linear-gamma-correct.slangp
Normal file
10
linear/linear-gamma-correct.slangp
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@ -0,0 +1,10 @@
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shaders = 2
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shader0 = linearize.slang
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shader1 = linear-gamma-correct.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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srgb_framebuffer0 = true
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filter_linear1 = true
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32
linear/linearize.slang
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32
linear/linearize.slang
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@ -0,0 +1,32 @@
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#version 450
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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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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec3 gamma(vec3 v)
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{
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return v * v;
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}
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void main()
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{
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FragColor = vec4(gamma(texture(Source, vTexCoord).rgb), 1.0);
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}
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