Orange/src/Orange/Render/Shaders/fs_HDRTest.frag

126 lines
3.0 KiB
GLSL

#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);
}
}