mirror of
https://github.com/gnif/LookingGlass.git
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109 lines
3.4 KiB
C
109 lines
3.4 KiB
C
/*
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_______ _____ __ __ ____ __
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/ ____(_)___ ___ ____ ___ ____ _ / ___// /_ ____ _____/ /__ _____ / __ \____ ______/ /__
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/ / / / __ \/ _ \/ __ `__ \/ __ `/ \__ \/ __ \/ __ `/ __ / _ \/ ___/ / /_/ / __ `/ ___/ //_/
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/ /___/ / / / / __/ / / / / / /_/ / ___/ / / / / /_/ / /_/ / __/ / / ____/ /_/ / /__/ ,<
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\____/_/_/ /_/\___/_/ /_/ /_/\__,_/ /____/_/ /_/\__,_/\__,_/\___/_/ /_/ \__,_/\___/_/|_|
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http://en.sbence.hu/ Shader: Try to get the SDR part of HDR content
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*/
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/**
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* Translated to GLSL, original source is:
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* https://github.com/VoidXH/Cinema-Shader-Pack
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*/
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// Configuration ---------------------------------------------------------------
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const float knee = 0.75; // Compressor knee position
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const float ratio = 4.0; // Compressor ratio: 1 = disabled, <1 = expander
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// -----------------------------------------------------------------------------
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// Precalculated values
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const float compressor = 1.0 / ratio;
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// PQ constants
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const float m1inv = 16384.0 / 2610.0;
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const float m2inv = 32.0 / 2523.0;
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const float c1 = 3424.0 / 4096.0;
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const float c2 = 2413.0 / 128.0;
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const float c3 = 2392.0 / 128.0;
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float minGain(vec3 pixel) { return min(pixel.r, min(pixel.g, pixel.b)); }
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float maxGain(vec3 pixel) { return max(pixel.r, max(pixel.g, pixel.b)); }
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float midGain(vec3 pixel)
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{
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return pixel.r < pixel.g ?
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(pixel.r < pixel.b ?
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min(pixel.g, pixel.b) : // min = r
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min(pixel.r, pixel.g)) : // min = b
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(pixel.g < pixel.b ?
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min(pixel.r, pixel.b) : // min = g
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min(pixel.r, pixel.g)); // min = b
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}
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vec3 compress(vec3 pixel)
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{
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float maxGain = maxGain(pixel);
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return pixel * (maxGain < knee ? maxGain :
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knee + max(maxGain - knee, 0.0) * compressor) / maxGain;
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}
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vec3 fixClip(vec3 pixel)
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{
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// keep the (mid - min) / (max - min) ratio
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float preMin = minGain(pixel);
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float preMid = midGain(pixel);
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float preMax = maxGain(pixel);
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vec3 clip = clamp(pixel, 0.0, 1.0);
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float postMin = minGain(clip);
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float postMid = midGain(clip);
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float postMax = maxGain(clip);
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float ratio = (preMid - preMin) / (preMax - preMin);
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float newMid = ratio * (postMax - postMin) + postMin;
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return vec3(clip.r != postMid ? clip.r : newMid,
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clip.g != postMid ? clip.g : newMid,
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clip.b != postMid ? clip.b : newMid);
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}
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// Returns luminance in nits
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vec3 pq2lin(vec3 pq, float gain)
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{
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vec3 p = pow(pq, vec3(m2inv));
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vec3 d = max(p - c1, vec3(0.0)) / (c2 - c3 * p);
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return pow(d, vec3(m1inv)) * gain;
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}
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vec3 srgb2lin(vec3 c)
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{
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vec3 v = c / 12.92;
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vec3 v2 = pow((c + vec3(0.055)) / 1.055, vec3(2.4));
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vec3 threshold = vec3(0.04045);
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vec3 result = mix(v, v2, greaterThanEqual(c, threshold));
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return result;
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}
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vec3 lin2srgb(vec3 c)
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{
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vec3 v = c * 12.92;
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vec3 v2 = pow(c, vec3(1.0/2.4)) * 1.055 - 0.055;
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vec3 threshold = vec3(0.0031308);
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vec3 result = mix(v, v2, greaterThanEqual(c, threshold));
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return result;
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}
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// in linear space
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vec3 bt2020to709(vec3 bt2020)
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{
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return vec3(
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bt2020.r * 1.6605 + bt2020.g * -0.5876 + bt2020.b * -0.0728,
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bt2020.r * -0.1246 + bt2020.g * 1.1329 + bt2020.b * -0.0083,
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bt2020.r * -0.0182 + bt2020.g * -0.1006 + bt2020.b * 1.1187);
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}
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vec3 mapToSDR(vec3 color, float gain, bool pq)
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{
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if (pq)
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color = pq2lin(color.rgb, gain);
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color = bt2020to709(color);
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return lin2srgb(compress(color));
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}
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