#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)); } void main() { outColor = vec4(0.0, 0.0, 0.0, 1.0); if (test == 0) { 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 == 1) { 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 == 2) { vec3 color = vec3(0.0); if ((int(gl_FragCoord.x) & 1) == 0) color = vec3(targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == 3) { vec3 color = vec3(0.0); if ((int(gl_FragCoord.y) & 1) == 0) color = vec3(targetNits); outColor = vec4(nitsToPq(color), 1.0); } else if (test == 4) { 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 == 5) { const vec3 barycentrics = vec3(1.0 - coords.x - coords.y, coords.x, coords.y) * targetNits; outColor = vec4(nitsToPq(barycentrics), 1.0); } else if (test == 6) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(value)), 1.0); } else if (test == 7) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(value, 0, 0)), 1.0); } else if (test == 8) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(0, value, 0)), 1.0); } else if (test == 9) { float value = ((frame & 1) == 0) ? targetNits : 0.0; outColor = vec4(nitsToPq(vec3(0, 0, value)), 1.0); } }