SamplerState sampler0 : register(s0); Texture2D texture0 : register(t0); struct PixelShaderInput { float4 pos : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR0; }; // These should mirror the definitions in SDL_render_vulkan.c static const float TONEMAP_NONE = 0; static const float TONEMAP_LINEAR = 1; static const float TONEMAP_CHROME = 2; static const float INPUTTYPE_UNSPECIFIED = 0; static const float INPUTTYPE_SRGB = 1; static const float INPUTTYPE_SCRGB = 2; static const float INPUTTYPE_HDR10 = 3; cbuffer Constants : register(b1) { float scRGB_output; float input_type; float color_scale; float unused_pad0; float tonemap_method; float tonemap_factor1; float tonemap_factor2; float sdr_white_point; }; static const float3x3 mat709to2020 = { { 0.627404, 0.329283, 0.043313 }, { 0.069097, 0.919541, 0.011362 }, { 0.016391, 0.088013, 0.895595 } }; static const float3x3 mat2020to709 = { { 1.660496, -0.587656, -0.072840 }, { -0.124547, 1.132895, -0.008348 }, { -0.018154, -0.100597, 1.118751 } }; float sRGBtoLinear(float v) { if (v <= 0.04045) { v = (v / 12.92); } else { v = pow(abs(v + 0.055) / 1.055, 2.4); } return v; } float sRGBfromLinear(float v) { if (v <= 0.0031308) { v = (v * 12.92); } else { v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055); } return v; } float3 PQtoLinear(float3 v) { 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; float3 num = max(pow(abs(v), oo_m2) - c1, 0.0); float3 den = c2 - c3 * pow(abs(v), oo_m2); return (10000.0 * pow(abs(num / den), oo_m1) / sdr_white_point); } float3 ApplyTonemap(float3 v) { if (tonemap_method == TONEMAP_LINEAR) { v *= tonemap_factor1; } else if (tonemap_method == TONEMAP_CHROME) { if (input_type == INPUTTYPE_SCRGB) { // Convert to BT.2020 colorspace for tone mapping v = mul(mat709to2020, v); } float vmax = max(v.r, max(v.g, v.b)); if (vmax > 0.0) { float scale = (1.0 + tonemap_factor1 * vmax) / (1.0 + tonemap_factor2 * vmax); v *= scale; } if (input_type == INPUTTYPE_SCRGB) { // Convert to BT.709 colorspace after tone mapping v = mul(mat2020to709, v); } } return v; } float4 GetInputColor(PixelShaderInput input) { float4 rgba; rgba = texture0.Sample(sampler0, input.tex).rgba; return rgba; } float4 GetOutputColor(float4 rgba) { float4 output; output.rgb = rgba.rgb * color_scale; output.a = rgba.a; return output; } float3 GetOutputColorFromSRGB(float3 rgb) { float3 output; if (scRGB_output) { rgb.r = sRGBtoLinear(rgb.r); rgb.g = sRGBtoLinear(rgb.g); rgb.b = sRGBtoLinear(rgb.b); } output.rgb = rgb * color_scale; return output; } float3 GetOutputColorFromLinear(float3 rgb) { float3 output; output.rgb = rgb * color_scale; if (!scRGB_output) { output.r = sRGBfromLinear(output.r); output.g = sRGBfromLinear(output.g); output.b = sRGBfromLinear(output.b); output.rgb = saturate(output.rgb); } return output; } float4 AdvancedPixelShader(PixelShaderInput input) { float4 rgba = GetInputColor(input); float4 output; if (input_type == INPUTTYPE_HDR10) { rgba.rgb = PQtoLinear(rgba.rgb); } if (tonemap_method != TONEMAP_NONE) { rgba.rgb = ApplyTonemap(rgba.rgb); } if (input_type == INPUTTYPE_SRGB) { output.rgb = GetOutputColorFromSRGB(rgba.rgb); output.a = rgba.a; } else if (input_type == INPUTTYPE_SCRGB) { output.rgb = GetOutputColorFromLinear(rgba.rgb); output.a = rgba.a; } else if (input_type == INPUTTYPE_HDR10) { rgba.rgb = mul(mat2020to709, rgba.rgb); output.rgb = GetOutputColorFromLinear(rgba.rgb); output.a = rgba.a; } else { output = GetOutputColor(rgba); } return output * input.color; }