mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-07-21 14:52:04 +00:00
[client] egl: correct CAS processing for HDR
Convert HDR scRGB input to normalized linear Rec.2020 before CAS, then convert the filtered result back to scRGB. Use the content metadata to select an appropriate normalization peak while leaving SDR unchanged. This follows AMD's documented recommendation for applying CAS to HDR content and prevents HDR highlights from being clamped and dimmed.
This commit is contained in:
@@ -5,12 +5,14 @@ precision highp float;
|
||||
precision highp int;
|
||||
|
||||
#include "compat.h"
|
||||
#include "hdr.h"
|
||||
|
||||
in vec2 fragCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
uniform uvec4 uConsts[2];
|
||||
uniform float uHDRScale;
|
||||
|
||||
#define A_GPU 1
|
||||
#define A_GLSL 1
|
||||
@@ -19,7 +21,11 @@ uniform uvec4 uConsts[2];
|
||||
|
||||
vec3 imageLoad(ivec2 point)
|
||||
{
|
||||
return texelFetch(sampler1, point, 0).rgb;
|
||||
vec3 color = texelFetch(sampler1, point, 0).rgb;
|
||||
if (uHDRScale > 0.0)
|
||||
color = max(bt709to2020(color * uHDRScale), vec3(0.0));
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
AF3 CasLoad(ASU2 p)
|
||||
@@ -39,4 +45,9 @@ void main()
|
||||
CasFilter(
|
||||
fragColor.r, fragColor.g, fragColor.b,
|
||||
point, uConsts[0], uConsts[1], true);
|
||||
|
||||
if (uHDRScale > 0.0)
|
||||
fragColor.rgb = bt2020to709(fragColor.rgb) / uHDRScale;
|
||||
|
||||
fragColor.a = 1.0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user