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LookingGlass/obs/effect/hdrpq.effect
2026-07-17 03:10:55 +10:00

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 outputSize;
uniform float3 colorMatrix0;
uniform float3 colorMatrix1;
uniform float3 colorMatrix2;
uniform float scale;
struct VertData
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData vert_in)
{
VertData vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = vert_in.uv;
return vert_out;
}
float4 PSHDRPQ(VertData vert_in) : TARGET
{
uvec2 outputPos = uvec2(vert_in.uv * outputSize);
vec4 pixel = texelFetch(image, ivec2(outputPos), 0);
/* SMPTE ST.2084 (PQ) EOTF: recover normalised linear light where 1.0
* corresponds to 10000 cd/m² */
vec3 e = pow(max(pixel.rgb, 0.0), vec3(1.0 / 78.84375));
vec3 num = max(e - 0.8359375, 0.0);
vec3 den = 18.8515625 - 18.6875 * e;
vec3 lin = pow(num / den, vec3(1.0 / 0.1593017578125));
/* convert from the source display primaries to BT.709 in linear light */
vec3 rgb709 = vec3(
dot(colorMatrix0, lin),
dot(colorMatrix1, lin),
dot(colorMatrix2, lin));
/* scale to the scRGB reference white convention (1.0 = 80 cd/m²) */
return float4(rgb709 * scale, pixel.a);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSHDRPQ(vert_in);
}
}