93c6180c71
The following GL extensions provide support for shaders CM: -GL_OES_texture_float_linear makes GL_RGB32F linear filterable. -GL ES 3.0 provides Texture3D support in GL API. -GL_OES_texture_3D provides sampler3D support in ESSL 1.00. If abovesaid is supported then renderer sets flag WESTON_CAP_COLOR_OPS which means that all fields in struct weston_color_transform are supported, for example, 1DLUT and 3DLUT. Use GL_OES_texture_3D to implement 3DLUT function which uses trilinear interpolation for pixel processing or bypass as is. Quote from https://nick-shaw.github.io/cinematiccolor/luts-and-transforms.html "3D LUTs have long been embraced by color scientists and are one of the tools commonly used for gamut mapping. In fact, 3D LUTs are used within ICC profiles to model the complex device behaviors necessary for accurate color image reproduction". Quote from https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/ chapter-24-using-lookup-tables-accelerate-color is about interpolation: "By generating intermediate results based on a weighted average of the eight corners of the bounding cube, this algorithm is typically sufficient for color processing, and it is implemented in graphics hardware". Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
283 lines
7.4 KiB
GLSL
283 lines
7.4 KiB
GLSL
/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019,2021 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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* Copyright 2021 Advanced Micro Devices, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/* GLSL version 1.00 ES, defined in gl-shaders.c */
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/* For annotating shader compile-time constant arguments */
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#define compile_const const
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/*
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* Enumeration of shader variants, must match enum gl_shader_texture_variant.
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*/
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#define SHADER_VARIANT_RGBX 1
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#define SHADER_VARIANT_RGBA 2
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#define SHADER_VARIANT_Y_U_V 3
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#define SHADER_VARIANT_Y_UV 4
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#define SHADER_VARIANT_Y_XUXV 5
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#define SHADER_VARIANT_XYUV 6
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#define SHADER_VARIANT_SOLID 7
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#define SHADER_VARIANT_EXTERNAL 8
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/* enum gl_shader_color_curve */
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#define SHADER_COLOR_CURVE_IDENTITY 0
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#define SHADER_COLOR_CURVE_LUT_3x1D 1
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/* enum gl_shader_color_mapping */
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#define SHADER_COLOR_MAPPING_IDENTITY 0
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#define SHADER_COLOR_MAPPING_3DLUT 1
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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#extension GL_OES_EGL_image_external : require
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#endif
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#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
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#extension GL_OES_texture_3D : require
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#endif
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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#define HIGHPRECISION highp
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#else
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#define HIGHPRECISION mediump
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#endif
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precision HIGHPRECISION float;
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/*
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* These undeclared identifiers will be #defined by a runtime generated code
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* snippet.
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*/
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compile_const int c_variant = DEF_VARIANT;
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compile_const bool c_input_is_premult = DEF_INPUT_IS_PREMULT;
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compile_const bool c_green_tint = DEF_GREEN_TINT;
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compile_const int c_color_pre_curve = DEF_COLOR_PRE_CURVE;
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compile_const int c_color_mapping = DEF_COLOR_MAPPING;
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vec4
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yuva2rgba(vec4 yuva)
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{
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vec4 color_out;
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float Y, su, sv;
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/* ITU-R BT.601 & BT.709 quantization (limited range) */
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/* Y = 255/219 * (x - 16/256) */
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Y = 1.16438356 * (yuva.x - 0.0625);
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/* Remove offset 128/256, but the 255/224 multiplier comes later */
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su = yuva.y - 0.5;
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sv = yuva.z - 0.5;
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/*
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* ITU-R BT.601 encoding coefficients (inverse), with the
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* 255/224 limited range multiplier already included in the
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* factors for su (Cb) and sv (Cr).
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*/
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color_out.r = Y + 1.59602678 * sv;
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color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
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color_out.b = Y + 2.01723214 * su;
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color_out.a = yuva.w;
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return color_out;
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}
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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uniform samplerExternalOES tex;
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#else
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uniform sampler2D tex;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform float alpha;
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uniform vec4 unicolor;
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uniform HIGHPRECISION sampler2D color_pre_curve_lut_2d;
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uniform HIGHPRECISION vec2 color_pre_curve_lut_scale_offset;
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#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
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uniform HIGHPRECISION sampler3D color_mapping_lut_3d;
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uniform HIGHPRECISION vec2 color_mapping_lut_scale_offset;
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#endif
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vec4
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sample_input_texture()
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{
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vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
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/* Producing RGBA directly */
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if (c_variant == SHADER_VARIANT_SOLID)
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return unicolor;
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if (c_variant == SHADER_VARIANT_RGBA ||
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c_variant == SHADER_VARIANT_EXTERNAL) {
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return texture2D(tex, v_texcoord);
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}
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if (c_variant == SHADER_VARIANT_RGBX)
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return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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/* Requires conversion to RGBA */
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if (c_variant == SHADER_VARIANT_Y_U_V) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.y = texture2D(tex1, v_texcoord).x;
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yuva.z = texture2D(tex2, v_texcoord).x;
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} else if (c_variant == SHADER_VARIANT_Y_UV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.yz = texture2D(tex1, v_texcoord).rg;
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.yz = texture2D(tex1, v_texcoord).ga;
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} else if (c_variant == SHADER_VARIANT_XYUV) {
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yuva.xyz = texture2D(tex, v_texcoord).bgr;
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} else {
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/* Never reached, bad variant value. */
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return vec4(1.0, 0.3, 1.0, 1.0);
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}
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return yuva2rgba(yuva);
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}
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/*
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* Texture coordinates go from 0.0 to 1.0 corresponding to texture edges.
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* When we do LUT look-ups with linear filtering, the correct range to sample
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* from is not from edge to edge, but center of first texel to center of last
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* texel. This follows because with LUTs, you have the exact end points given,
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* you never extrapolate but only interpolate.
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* The scale and offset are precomputed to achieve this mapping.
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*/
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float
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lut_texcoord(float x, vec2 scale_offset)
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{
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return x * scale_offset.s + scale_offset.t;
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}
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vec3
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lut_texcoord(vec3 pos, vec2 scale_offset)
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{
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return pos * scale_offset.s + scale_offset.t;
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}
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/*
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* Sample a 1D LUT which is a single row of a 2D texture. The 2D texture has
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* four rows so that the centers of texels have precise y-coordinates.
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*/
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float
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sample_color_pre_curve_lut_2d(float x, compile_const int row)
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{
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float tx = lut_texcoord(x, color_pre_curve_lut_scale_offset);
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return texture2D(color_pre_curve_lut_2d,
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vec2(tx, (float(row) + 0.5) / 4.0)).x;
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}
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vec3
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color_pre_curve(vec3 color)
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{
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vec3 ret;
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if (c_color_pre_curve == SHADER_COLOR_CURVE_IDENTITY) {
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return color;
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} else if (c_color_pre_curve == SHADER_COLOR_CURVE_LUT_3x1D) {
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ret.r = sample_color_pre_curve_lut_2d(color.r, 0);
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ret.g = sample_color_pre_curve_lut_2d(color.g, 1);
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ret.b = sample_color_pre_curve_lut_2d(color.b, 2);
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return ret;
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} else {
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/* Never reached, bad c_color_pre_curve. */
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return vec3(1.0, 0.3, 1.0);
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}
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}
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vec3
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sample_color_mapping_lut_3d(vec3 color)
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{
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vec3 pos, ret = vec3(0.0, 0.0, 0.0);
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#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
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pos = lut_texcoord(color, color_mapping_lut_scale_offset);
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ret = texture3D(color_mapping_lut_3d, pos).rgb;
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#endif
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return ret;
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}
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vec3
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color_mapping(vec3 color)
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{
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if (c_color_mapping == SHADER_COLOR_MAPPING_IDENTITY)
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return color;
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else if (c_color_mapping == SHADER_COLOR_MAPPING_3DLUT)
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return sample_color_mapping_lut_3d(color);
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else /* Never reached, bad c_color_mapping. */
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return vec3(1.0, 0.3, 1.0);
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}
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vec4
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color_pipeline(vec4 color)
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{
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/* View alpha (opacity) */
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color.a *= alpha;
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color.rgb = color_pre_curve(color.rgb);
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color.rgb = color_mapping(color.rgb);
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return color;
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}
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void
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main()
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{
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vec4 color;
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/* Electrical (non-linear) RGBA values, may be premult or not */
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color = sample_input_texture();
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/* Ensure straight alpha */
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if (c_input_is_premult) {
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if (color.a == 0.0)
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color.rgb = vec3(0, 0, 0);
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else
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color.rgb *= 1.0 / color.a;
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}
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color = color_pipeline(color);
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/* pre-multiply for blending */
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color.rgb *= color.a;
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if (c_green_tint)
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color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
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gl_FragColor = color;
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}
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