feat/data-dnd e05cb15

hdr.frag RawHistoryFolder

1#version 450
2layout(set=0, binding=0) uniform sampler2D imageSDR;
3layout(push_constant) uniform Brightness { float nits; } pc;
4layout(location=0) out vec4 color;
5
6vec3 encodePQ(vec3 nits) {
7    vec3 x = pow(clamp(nits / 10000.0, vec3(0), vec3(1)), vec3(2610.0 / 16384.0));
8    return pow((3424.0 / 4096.0 + 2413.0 / 128.0 * x) / (1.0 + 2392.0 / 128.0 * x), vec3(2523.0 / 32.0));
9}
10void main() {
11    vec2 uv = gl_FragCoord.xy / vec2(textureSize(imageSDR, 0));
12    vec3 rgb = texture(imageSDR, uv).rgb;
13    vec3 bt2020 = mat3(
14        0.627404, 0.069097, 0.016391,
15        0.329283, 0.919540, 0.088013,
16        0.043313, 0.011362, 0.895595) * rgb;
17    color = vec4(encodePQ(bt2020 * pc.nits), 1.0);
18}

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