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Merge pull request #46 from rz5/master
(misc) Translated natural-vision.cg to slang
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misc/natural-vision.slang
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74
misc/natural-vision.slang
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#version 450
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/*
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ShadX's Natural Vision Shader
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Ported and tweaked by Hyllian - 2016
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parameterized by Sp00kyFox
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*/
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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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layout(push_constant) uniform push_constant
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{
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vec4 SourceSize;
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vec4 OutputSize;
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float GIN;
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float GOUT;
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float Y;
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float I;
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float Q;
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} params;
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#pragma parameter GIN "NaturalVision Gamma In" 2.2 0.0 10.0 0.05
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#pragma parameter GOUT "NaturalVision Gamma Out" 2.2 0.0 10.0 0.05
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#pragma parameter Y "NaturalVision Luminance" 1.1 0.0 10.0 0.01
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#pragma parameter I "NaturalVision Orange-Cyan" 1.1 0.0 10.0 0.01
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#pragma parameter Q "NaturalVision Magenta-Green" 1.1 0.0 10.0 0.01
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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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/* VERTEX_SHADER */
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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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const mat3x3 RGBtoYIQ = mat3x3( 0.299, 0.587, 0.114,
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0.595716, -0.274453, -0.321263,
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0.211456, -0.522591, 0.311135);
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const mat3x3 YIQtoRGB = mat3x3( 1, 0.95629572, 0.62102442,
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1, -0.27212210, -0.64738060,
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1, -1.10698902, 1.70461500);
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const vec3 YIQ_lo = vec3(0, -0.595716, -0.522591);
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const vec3 YIQ_hi = vec3(1, 0.595716, 0.522591);
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void main()
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{
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vec3 c = texture(Source, vTexCoord).xyz;
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c = pow(c, vec3(params.GIN));
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c = c * RGBtoYIQ;
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c = vec3(pow(c.x, params.Y), c.y*params.I, c.z*params.Q);
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c = clamp(c, YIQ_lo, YIQ_hi);
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c = c * YIQtoRGB;
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c = pow(c, vec3(1.0/params.GOUT));
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FragColor = vec4(c, 1.0);
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}
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