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https://github.com/KytyPS5/KytyPS5.git
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add hdr display support
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@@ -1,15 +1,53 @@
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#version 450
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 color;
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vec3 SdrToHdr10(vec3 rgb, bool source_linear) {
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rgb = clamp(rgb, 0.0, 1.0);
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vec3 linear = source_linear ? rgb :
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mix(rgb / 12.92, pow((rgb + 0.055) / 1.055, vec3(2.4)),
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greaterThan(rgb, vec3(0.04045)));
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// Convert primaries and scale 250-nit reference white relative to 10,000 nits.
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const mat3 to_rec2020 = (250.0 / 10000.0) *
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mat3(0.627404, 0.069097, 0.016391,
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0.329283, 0.919540, 0.088013,
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0.043313, 0.011362, 0.895595);
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vec3 powered = pow(to_rec2020 * linear, vec3(2610.0 / 16384.0));
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return pow((3424.0 / 4096.0 + (2413.0 / 128.0) * powered) /
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(1.0 + (2392.0 / 128.0) * powered), vec3(2523.0 / 32.0));
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}
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#ifdef IMGUI_HDR
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layout(set = 0, binding = 0) uniform texture2D image;
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layout(set = 1, binding = 0) uniform sampler image_sampler;
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layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
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void main() {
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vec4 sampled = In.Color * texture(sampler2D(image, image_sampler), In.UV);
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color = vec4(SdrToHdr10(sampled.rgb, false), sampled.a);
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}
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#else
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layout(location = 0) in vec2 uv;
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layout(binding = 0) uniform sampler2D source;
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layout(push_constant) uniform AlphaControl {
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uint premultiplied;
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uint flags; // bit 0: premultiplied, bit 1: HDR target, bit 2: PQ source, bit 3: linear source
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};
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void main() {
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color = texture(source, uv);
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if (premultiplied == 0u) {
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color.rgb *= color.a;
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const uint HDR_TARGET = 2u;
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const uint PQ_SOURCE = 4u;
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vec4 sampled = texture(source, uv);
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bool premultiplied = (flags & 1u) != 0u;
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bool convert_to_hdr = (flags & (HDR_TARGET | PQ_SOURCE)) == HDR_TARGET;
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if (convert_to_hdr && premultiplied) {
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sampled.rgb = sampled.a > 0.0 ? sampled.rgb / sampled.a : vec3(0.0);
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}
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if (convert_to_hdr) {
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sampled.rgb = SdrToHdr10(sampled.rgb, (flags & 8u) != 0u);
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}
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if (!premultiplied || convert_to_hdr) {
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sampled.rgb *= sampled.a;
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}
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color = sampled;
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}
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#endif
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