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funnygame/funnyassets/gfx_shaders/agx_comp.slang

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[[vk::binding(0)]]
RWTexture2D<float4> g_imageIn;
[[vk::binding(1)]]
RWTexture2D<float4> g_imageOut;
#define AGX_LOOK 2
float3 agxDefaultContrastApprox(float3 x) {
float3 x2 = x * x;
float3 x4 = x2 * x2;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
float3 agx(float3 val) {
const float3x3 agx_mat = float3x3(
0.842479062253094, 0.0423282422610123, 0.0423756549057051,
0.0784335999999992, 0.878468636469772, 0.0784336,
0.0792237451477643, 0.0791661274605434, 0.879142973793104);
const float min_ev = -12.47393f;
const float max_ev = 4.026069f;
val = mul(agx_mat, val);
val = clamp(log2(val), min_ev, max_ev);
val = (val - min_ev) / (max_ev - min_ev);
val = agxDefaultContrastApprox(val);
return val;
}
float3 agxEotf(float3 val) {
const float3x3 agx_mat_inv = float3x3(
1.19687900512017, -0.0528968517574562, -0.0529716355144438,
-0.0980208811401368, 1.15190312990417, -0.0980434501171241,
-0.0990297440797205, -0.0989611768448433, 1.15107367264116);
val = mul(agx_mat_inv, val);
val = pow(val, float3(2.2));
return val;
}
float3 agxLook(float3 val) {
float3 offset = float3(0.0);
float3 slope = float3(1.0);
float3 power = float3(1.0);
float sat = 1.0;
#if AGX_LOOK == 1
slope = float3(1.0, 0.9, 0.5);
power = float3(0.8);
sat = 0.8;
#elif AGX_LOOK == 2
slope = float3(1.0);
power = float3(1.35, 1.35, 1.35);
sat = 1.4;
#endif
// ASC CDL
val = pow(val * slope + offset, power);
const float3 lw = float3(0.2126, 0.7152, 0.0722);
float luma = dot(val, lw);
return luma + sat * (val - luma);
}
[shader("compute")]
[numthreads(32,32,1)]
void main(uint3 threadId: SV_DispatchThreadID)
{
uint2 coord = threadId.xy;
float3 color = g_imageIn.Load(coord).xyz;
color = pow(color,2.2);
color = agx(color);
color = agxLook(color);
color = agxEotf(color);
color = pow(color,0.45);
g_imageOut[coord] = float4(color,1);
};