mirror of
https://github.com/gnif/LookingGlass.git
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53 lines
1.3 KiB
Plaintext
53 lines
1.3 KiB
Plaintext
uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float2 outputSize;
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uniform float3 colorMatrix0;
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uniform float3 colorMatrix1;
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uniform float3 colorMatrix2;
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uniform float scale;
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struct VertData
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData vert_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSHDRPQ(VertData vert_in) : TARGET
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{
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uvec2 outputPos = uvec2(vert_in.uv * outputSize);
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vec4 pixel = texelFetch(image, ivec2(outputPos), 0);
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/* SMPTE ST.2084 (PQ) EOTF: recover normalised linear light where 1.0
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* corresponds to 10000 cd/m² */
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vec3 e = pow(max(pixel.rgb, 0.0), vec3(1.0 / 78.84375));
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vec3 num = max(e - 0.8359375, 0.0);
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vec3 den = 18.8515625 - 18.6875 * e;
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vec3 lin = pow(num / den, vec3(1.0 / 0.1593017578125));
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/* convert from the source display primaries to BT.709 in linear light */
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vec3 rgb709 = vec3(
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dot(colorMatrix0, lin),
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dot(colorMatrix1, lin),
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dot(colorMatrix2, lin));
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/* scale to the scRGB reference white convention (1.0 = 80 cd/m²) */
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return float4(rgb709 * scale, pixel.a);
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSHDRPQ(vert_in);
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}
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}
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