#version 450 layout(location = 0) in vec2 coords; layout(location = 0) out vec4 outColor; layout(push_constant) uniform p_constants_t { uint frame; uint test; float time; float targetNits; }; vec3 nitsToPq(vec3 nits) { vec3 y = clamp(nits / 10000.0, vec3(0.0), vec3(1.0)); const float c1 = 0.8359375; const float c2 = 18.8515625; const float c3 = 18.6875; const float m1 = 0.1593017578125; const float m2 = 78.84375; vec3 num = c1 + c2 * pow(y, vec3(m1)); vec3 den = 1.0 + c3 * pow(y, vec3(m1)); vec3 n = pow(num / den, vec3(m2)); return n; } vec3 pqToNits(vec3 pq) { const float c1 = 0.8359375; const float c2 = 18.8515625; const float c3 = 18.6875; const float oo_m1 = 1.0 / 0.1593017578125; const float oo_m2 = 1.0 / 78.84375; vec3 num = max(pow(pq, vec3(oo_m2)) - c1, vec3(0.0)); vec3 den = c2 - c3 * pow(pq, vec3(oo_m2)); return 10000.0 * pow(num / den, vec3(oo_m1)); } vec3 linearToSrgb(vec3 color) { bvec3 isLo = lessThanEqual(color, vec3(0.0031308f)); vec3 loPart = color * 12.92f; vec3 hiPart = pow(color, vec3(5.0f / 12.0f)) * 1.055f - 0.055f; return mix(hiPart, loPart, isLo); } vec4 linearToSrgb(vec4 color) { return vec4(linearToSrgb(color.rgb), color.a); } vec3 srgbToLinear(vec3 color) { bvec3 isLo = lessThanEqual(color, vec3(0.04045f)); vec3 loPart = color / 12.92f; vec3 hiPart = pow((color + 0.055f) / 1.055f, vec3(12.0f / 5.0f)); return mix(hiPart, loPart, isLo); } vec4 srgbToLinear(vec4 color) { return vec4(srgbToLinear(color.rgb), color.a); } float gold_noise(vec2 xy, float seed) { const float PHI = 1.61803398874989484820459; return fract(tan(distance(xy*PHI, xy)*seed)*xy.x); } float positive_mod(float flX, float flPeriod) { float flVal = mod( flX, flPeriod ); return ( flVal < 0 ) ? flVal + flPeriod : abs( flVal ); // fabs fixes -0 } vec3 hsv_to_rgb(vec3 hsv) { if ( abs( hsv.y ) < 0.0000001 ) { return vec3( hsv.z ) ; } float flHue = positive_mod( hsv.x, 1.f ); flHue *= 6.f; int i = int(floor(flHue)); // integer part float f = fract(flHue); // fractional part float p = hsv.z * ( 1.f - hsv.y ); float q = hsv.z * ( 1.f - hsv.y * f ); float t = hsv.z * ( 1.f - hsv.y * ( 1.f - f ) ); switch(i) { case 0: return vec3( hsv.z, t, p ); break; case 1: return vec3( q, hsv.z, p ); break; case 2: return vec3( p, hsv.z, t ); break; case 3: return vec3( p, q, hsv.z ); break; case 4: return vec3( t, p, hsv.z ); break; case 5: return vec3( hsv.z, p, q ); break; } return vec3( 0 ); } vec4 plagfrog_o(vec4 outcolor, vec4 color, vec2 coord, float x, float y, float sqr, float h, float w) { float sqd = ( ( coord.x - x ) / w ) * ( ( coord.x - x ) / w ) + ( ( coord.y - y ) / h ) * ( ( coord.y - y ) / h ); float a = 1.0 - clamp(sqd-sqr,0.0,1.0); vec4 ret = (color * a) + (outcolor * (1-a)); return ret; } void main() { outColor = vec4(0.0, 0.0, 0.0, 1.0); int nextTest = 0; if (test == nextTest++) { // PQ (10 bits) PQ (normalize) nits // 520 0.5083088954056696 100.229885531 if (gl_FragCoord.x >= 1280 / 3 && gl_FragCoord.x <= 1280 * 2 / 3 && gl_FragCoord.y >= 720 / 3 && gl_FragCoord.y <= 720 * 2 / 3) outColor = vec4(vec3(0.5083088954056696), 1.0f); else outColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); } else if (test == nextTest++) { // PQ (10 bits) PQ (normalize) nits // 692 0.6764418377321603 499.337816742 if (gl_FragCoord.x >= 1280 / 3 && gl_FragCoord.x <= 1280 * 2 / 3 && gl_FragCoord.y >= 720 / 3 && gl_FragCoord.y <= 720 * 2 / 3) outColor = vec4(vec3(0.6764418377321603), 1.0f); else outColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); } else if (test == nextTest++) { // PQ (10 bits) PQ (normalize) nits // 769 0.7517106549364614 998.932391045 if (gl_FragCoord.x >= 1280 / 3 && gl_FragCoord.x <= 1280 * 2 / 3 && gl_FragCoord.y >= 720 / 3 && gl_FragCoord.y <= 720 * 2 / 3) outColor = vec4(vec3(0.7517106549364614), 1.0f); else outColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); } else if (test == nextTest++) { float bodyBrightness = targetNits * 0.15; vec2 coord = (gl_FragCoord.xy / 2.2) + vec2(-20, 50); vec4 colg = srgbToLinear(vec4( 0.46, 0.69, 0.33, 1.0 )); vec4 collg = srgbToLinear(vec4( 0.77, 0.89, 0.70, 1.0 )); vec4 coldg = srgbToLinear(vec4( 0.36, 0.56, 0.23, 1.0 )); vec4 colw = vec4(0.0); vec4 colb = srgbToLinear(vec4( 100000.0, 0.0, 0.0, 1.0 )); vec4 sdfOutColor = vec4( 0.0 ); sdfOutColor = plagfrog_o( sdfOutColor, colg, coord, 192.0, 165.0, 1280.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, colg, coord, 320.0, 165.0, 1280.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, colg, coord, 256.0, 256.0, 16384.0, 0.75, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, collg, coord, 256.0, 365.0, 16384.0, 0.75, 1.25 ) * sdfOutColor.a; sdfOutColor = plagfrog_o( sdfOutColor, colw, coord, 192.0, 165.0, 512.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, colw, coord, 320.0, 165.0, 512.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, colb, coord, 192.0, 165.0, 128.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, colb, coord, 320.0, 165.0, 128.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, coldg, coord, 224.0, 240.0, 64.0, 1.0, 1.0 ); sdfOutColor = plagfrog_o( sdfOutColor, coldg, coord, 288.0, 240.0, 64.0, 1.0, 1.0 ); sdfOutColor *= bodyBrightness; outColor = vec4(nitsToPq(sdfOutColor.rgb), 1.0); } else if (test == nextTest++) { const vec3 start = vec3(0.0); const vec3 end = vec3(targetNits); vec3 color = mix(start, end, coords.x); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { const vec3 start = vec3(0.0); const vec3 end = vec3(nitsToPq(vec3(targetNits)).x); vec3 color = mix(start, end, coords.x); outColor = vec4(color, 1.0); } else if (test == nextTest++) { const vec3 start = vec3(0.0); const vec3 end = vec3(targetNits); vec3 color = mix(start, end, coords.x); if (coords.y < 1.0 / 3.0) color.gb = vec2(0.0); else if (coords.y < 2.0 / 3.0) color.rb = vec2(0.0); else color.rg = vec2(0.0); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { const vec3 start = vec3(0.0); const vec3 end = vec3(nitsToPq(vec3(targetNits)).x); vec3 color = mix(start, end, coords.x); if (coords.y < 1.0 / 3.0) color.gb = vec2(0.0); else if (coords.y < 2.0 / 3.0) color.rb = vec2(0.0); else color.rg = vec2(0.0); outColor = vec4(color, 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (coords.x < 1.0 / 7.0) color.rgb = vec3(1.0); else if (coords.x < 2.0 / 7.0) color.rg = vec2(1.0); else if (coords.x < 3.0 / 7.0) color.gb = vec2(1.0); else if (coords.x < 4.0 / 7.0) color.g = 1.0; else if (coords.x < 5.0 / 7.0) color.rb = vec2(1.0); else if (coords.x < 6.0 / 7.0) color.r = 1.0; else color.b = 1.0; color *= targetNits; outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (coords.x < 1.0 / 7.0) color.rgb = vec3(1.0); else if (coords.x < 2.0 / 7.0) color.rg = vec2(1.0); else if (coords.x < 3.0 / 7.0) color.gb = vec2(1.0); else if (coords.x < 4.0 / 7.0) color.g = 1.0; else if (coords.x < 5.0 / 7.0) color.rb = vec2(1.0); else if (coords.x < 6.0 / 7.0) color.r = 1.0; else color.b = 1.0; color = max(color, vec3(0.5)); color *= targetNits; outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (coords.y < 1.0 / 7.0) color.rgb = vec3(1.0); else if (coords.y < 2.0 / 7.0) color.rg = vec2(1.0); else if (coords.y < 3.0 / 7.0) color.gb = vec2(1.0); else if (coords.y < 4.0 / 7.0) color.g = 1.0; else if (coords.y < 5.0 / 7.0) color.rb = vec2(1.0); else if (coords.y < 6.0 / 7.0) color.r = 1.0; else color.b = 1.0; color *= coords.x; color *= targetNits; outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); float val = nitsToPq(vec3(targetNits)).x; if (coords.y < 1.0 / 7.0) color.rgb = vec3(val); else if (coords.y < 2.0 / 7.0) color.rg = vec2(val); else if (coords.y < 3.0 / 7.0) color.gb = vec2(val); else if (coords.y < 4.0 / 7.0) color.g = val; else if (coords.y < 5.0 / 7.0) color.rb = vec2(val); else if (coords.y < 6.0 / 7.0) color.r = val; else color.b = val; color *= coords.x; outColor = vec4(color, 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (coords.y < 1.0 / 7.0) color.rgb = vec3(1.0); else if (coords.y < 2.0 / 7.0) color.rg = vec2(1.0); else if (coords.y < 3.0 / 7.0) color.gb = vec2(1.0); else if (coords.y < 4.0 / 7.0) color.g = 1.0; else if (coords.y < 5.0 / 7.0) color.rb = vec2(1.0); else if (coords.y < 6.0 / 7.0) color.r = 1.0; else color.b = 1.0; color *= floor(coords.x * 21.0) / 21.0; color *= targetNits; outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); float val = nitsToPq(vec3(targetNits)).x; if (coords.y < 1.0 / 7.0) color.rgb = vec3(val); else if (coords.y < 2.0 / 7.0) color.rg = vec2(val); else if (coords.y < 3.0 / 7.0) color.gb = vec2(val); else if (coords.y < 4.0 / 7.0) color.g = val; else if (coords.y < 5.0 / 7.0) color.rb = vec2(val); else if (coords.y < 6.0 / 7.0) color.r = val; else color.b = val; color *= floor(coords.x * 21.0) / 21.0; outColor = vec4(color, 1.0); } else if (test == nextTest++) { const vec3 color = vec3(hsv_to_rgb(vec3(1.0 - coords.y, coords.x, 1.0)) * targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if ((int(gl_FragCoord.x) & 1) == 0) color = vec3(targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if ((int(gl_FragCoord.y) & 1) == 0) color = vec3(targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (((int(gl_FragCoord.x) & 1) == 0) == ((int(gl_FragCoord.y) & 1) == 0)) color = vec3(targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { const vec3 barycentrics = vec3(1.0 - coords.x - coords.y, coords.x, coords.y) * targetNits; outColor = vec4(nitsToPq(barycentrics), 1.0); } else if (test == nextTest++) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(value)), 1.0); } else if (test == nextTest++) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(value, 0, 0)), 1.0); } else if (test == nextTest++) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(0, value, 0)), 1.0); } else if (test == nextTest++) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(0, 0, value)), 1.0); } else if (test == nextTest++) { float value = ((frame & 1) == 0) ? targetNits : 0.0; uint index = (frame >> 1u) % 3u; vec3 color = vec3(0); color[index] = value; outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { const float seed = fract(time); vec3 value = vec3(gold_noise(gl_FragCoord.xy, seed + 0.2)) * targetNits; outColor = vec4(nitsToPq(value), 1.0); } else if (test == nextTest++) { const float seed = fract(time); vec3 value = vec3( gold_noise(gl_FragCoord.xy, seed + 0.1), gold_noise(gl_FragCoord.xy, seed + 0.2), gold_noise(gl_FragCoord.xy, seed + 0.3)) * targetNits; outColor = vec4(nitsToPq(value), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (((int(gl_FragCoord.x / 32.0) & 1) == 0) == ((int(gl_FragCoord.y / 32.0) & 1) == 0)) color = vec3(targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (((int(gl_FragCoord.x / 32.0) & 1) == 0) == ((int(gl_FragCoord.y / 32.0) & 1) == 0)) color = vec3(targetNits, 0, 0); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (((int(gl_FragCoord.x / 32.0) & 1) == 0) == ((int(gl_FragCoord.y / 32.0) & 1) == 0)) color = vec3(0, targetNits, 0); outColor = vec4(nitsToPq(color), 1.0); } else if (test == nextTest++) { vec3 color = vec3(0.0); if (((int(gl_FragCoord.x / 32.0) & 1) == 0) == ((int(gl_FragCoord.y / 32.0) & 1) == 0)) color = vec3(0, 0, targetNits); outColor = vec4(nitsToPq(color), 1.0); } }