mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 21:47:23 +00:00
109 lines
3.4 KiB
C
109 lines
3.4 KiB
C
/*
|
|
_______ _____ __ __ ____ __
|
|
/ ____(_)___ ___ ____ ___ ____ _ / ___// /_ ____ _____/ /__ _____ / __ \____ ______/ /__
|
|
/ / / / __ \/ _ \/ __ `__ \/ __ `/ \__ \/ __ \/ __ `/ __ / _ \/ ___/ / /_/ / __ `/ ___/ //_/
|
|
/ /___/ / / / / __/ / / / / / /_/ / ___/ / / / / /_/ / /_/ / __/ / / ____/ /_/ / /__/ ,<
|
|
\____/_/_/ /_/\___/_/ /_/ /_/\__,_/ /____/_/ /_/\__,_/\__,_/\___/_/ /_/ \__,_/\___/_/|_|
|
|
http://en.sbence.hu/ Shader: Try to get the SDR part of HDR content
|
|
*/
|
|
|
|
/**
|
|
* Translated to GLSL, original source is:
|
|
* https://github.com/VoidXH/Cinema-Shader-Pack
|
|
*/
|
|
|
|
// Configuration ---------------------------------------------------------------
|
|
const float knee = 0.75; // Compressor knee position
|
|
const float ratio = 4.0; // Compressor ratio: 1 = disabled, <1 = expander
|
|
// -----------------------------------------------------------------------------
|
|
|
|
// Precalculated values
|
|
const float compressor = 1.0 / ratio;
|
|
|
|
// PQ constants
|
|
const float m1inv = 16384.0 / 2610.0;
|
|
const float m2inv = 32.0 / 2523.0;
|
|
const float c1 = 3424.0 / 4096.0;
|
|
const float c2 = 2413.0 / 128.0;
|
|
const float c3 = 2392.0 / 128.0;
|
|
|
|
float minGain(vec3 pixel) { return min(pixel.r, min(pixel.g, pixel.b)); }
|
|
float maxGain(vec3 pixel) { return max(pixel.r, max(pixel.g, pixel.b)); }
|
|
float midGain(vec3 pixel)
|
|
{
|
|
return pixel.r < pixel.g ?
|
|
(pixel.r < pixel.b ?
|
|
min(pixel.g, pixel.b) : // min = r
|
|
min(pixel.r, pixel.g)) : // min = b
|
|
(pixel.g < pixel.b ?
|
|
min(pixel.r, pixel.b) : // min = g
|
|
min(pixel.r, pixel.g)); // min = b
|
|
}
|
|
|
|
vec3 compress(vec3 pixel)
|
|
{
|
|
float maxGain = maxGain(pixel);
|
|
return pixel * (maxGain < knee ? maxGain :
|
|
knee + max(maxGain - knee, 0.0) * compressor) / maxGain;
|
|
}
|
|
|
|
vec3 fixClip(vec3 pixel)
|
|
{
|
|
// keep the (mid - min) / (max - min) ratio
|
|
float preMin = minGain(pixel);
|
|
float preMid = midGain(pixel);
|
|
float preMax = maxGain(pixel);
|
|
vec3 clip = clamp(pixel, 0.0, 1.0);
|
|
float postMin = minGain(clip);
|
|
float postMid = midGain(clip);
|
|
float postMax = maxGain(clip);
|
|
float ratio = (preMid - preMin) / (preMax - preMin);
|
|
float newMid = ratio * (postMax - postMin) + postMin;
|
|
return vec3(clip.r != postMid ? clip.r : newMid,
|
|
clip.g != postMid ? clip.g : newMid,
|
|
clip.b != postMid ? clip.b : newMid);
|
|
}
|
|
|
|
// Returns luminance in nits
|
|
vec3 pq2lin(vec3 pq, float gain)
|
|
{
|
|
vec3 p = pow(pq, vec3(m2inv));
|
|
vec3 d = max(p - c1, vec3(0.0)) / (c2 - c3 * p);
|
|
return pow(d, vec3(m1inv)) * gain;
|
|
}
|
|
|
|
vec3 srgb2lin(vec3 c)
|
|
{
|
|
vec3 v = c / 12.92;
|
|
vec3 v2 = pow((c + vec3(0.055)) / 1.055, vec3(2.4));
|
|
vec3 threshold = vec3(0.04045);
|
|
vec3 result = mix(v, v2, greaterThanEqual(c, threshold));
|
|
return result;
|
|
}
|
|
|
|
vec3 lin2srgb(vec3 c)
|
|
{
|
|
vec3 v = c * 12.92;
|
|
vec3 v2 = pow(c, vec3(1.0/2.4)) * 1.055 - 0.055;
|
|
vec3 threshold = vec3(0.0031308);
|
|
vec3 result = mix(v, v2, greaterThanEqual(c, threshold));
|
|
return result;
|
|
}
|
|
|
|
// in linear space
|
|
vec3 bt2020to709(vec3 bt2020)
|
|
{
|
|
return vec3(
|
|
bt2020.r * 1.6605 + bt2020.g * -0.5876 + bt2020.b * -0.0728,
|
|
bt2020.r * -0.1246 + bt2020.g * 1.1329 + bt2020.b * -0.0083,
|
|
bt2020.r * -0.0182 + bt2020.g * -0.1006 + bt2020.b * 1.1187);
|
|
}
|
|
|
|
vec3 mapToSDR(vec3 color, float gain, bool pq)
|
|
{
|
|
if (pq)
|
|
color = pq2lin(color.rgb, gain);
|
|
color = bt2020to709(color);
|
|
return lin2srgb(compress(color));
|
|
}
|