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-rw-r--r--src/render/shaders/glsl/CM.glsl151
1 files changed, 6 insertions, 145 deletions
diff --git a/src/render/shaders/glsl/CM.glsl b/src/render/shaders/glsl/CM.glsl
index 8b02c5ee..36c95a90 100644
--- a/src/render/shaders/glsl/CM.glsl
+++ b/src/render/shaders/glsl/CM.glsl
@@ -1,14 +1,11 @@
uniform vec2 srcTFRange;
uniform vec2 dstTFRange;
-uniform float maxLuminance;
uniform float srcRefLuminance;
-uniform float dstMaxLuminance;
-uniform float dstRefLuminance;
-uniform float sdrSaturation;
-uniform float sdrBrightnessMultiplier;
uniform mat3 convertMatrix;
+#include "sdr_mod.glsl"
+
//enum eTransferFunction
#define CM_TRANSFER_FUNCTION_BT1886 1
#define CM_TRANSFER_FUNCTION_GAMMA22 2
@@ -68,21 +65,6 @@ uniform mat3 convertMatrix;
#define M_E 2.718281828459045
-vec3 xy2xyz(vec2 xy) {
- if (xy.y == 0.0)
- return vec3(0.0, 0.0, 0.0);
-
- return vec3(xy.x / xy.y, 1.0, (1.0 - xy.x - xy.y) / xy.y);
-}
-
-vec4 saturate(vec4 color, mat3 primaries, float saturation) {
- if (saturation == 1.0)
- return color;
- vec3 brightness = vec3(primaries[1][0], primaries[1][1], primaries[1][2]);
- float Y = dot(color.rgb, brightness);
- return vec4(mix(vec3(Y), color.rgb, saturation), color[3]);
-}
-
// The primary source for these transfer functions is https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.1361-0-199802-W!!PDF-E.pdf
vec3 tfInvPQ(vec3 color) {
vec3 E = pow(clamp(color.rgb, vec3(0.0), vec3(1.0)), vec3(PQ_INV_M2));
@@ -280,126 +262,7 @@ vec4 fromLinearNit(vec4 color, int tf, vec2 range) {
return color;
}
-mat3 primaries2xyz(mat4x2 primaries) {
- vec3 r = xy2xyz(primaries[0]);
- vec3 g = xy2xyz(primaries[1]);
- vec3 b = xy2xyz(primaries[2]);
- vec3 w = xy2xyz(primaries[3]);
-
- mat3 invMat = inverse(
- mat3(
- r.x, r.y, r.z,
- g.x, g.y, g.z,
- b.x, b.y, b.z
- )
- );
-
- vec3 s = invMat * w;
-
- return mat3(
- s.r * r.x, s.r * r.y, s.r * r.z,
- s.g * g.x, s.g * g.y, s.g * g.z,
- s.b * b.x, s.b * b.y, s.b * b.z
- );
-}
-
-
-mat3 adaptWhite(vec2 src, vec2 dst) {
- if (src == dst)
- return mat3(
- 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0
- );
-
- // const vec2 D65 = vec2(0.3127, 0.3290);
- const mat3 Bradford = mat3(
- 0.8951, 0.2664, -0.1614,
- -0.7502, 1.7135, 0.0367,
- 0.0389, -0.0685, 1.0296
- );
- mat3 BradfordInv = inverse(Bradford);
- vec3 srcXYZ = xy2xyz(src);
- vec3 dstXYZ = xy2xyz(dst);
- vec3 factors = (Bradford * dstXYZ) / (Bradford * srcXYZ);
-
- return BradfordInv * mat3(
- factors.x, 0.0, 0.0,
- 0.0, factors.y, 0.0,
- 0.0, 0.0, factors.z
- ) * Bradford;
-}
-
-vec4 convertPrimaries(vec4 color, mat3 src, vec2 srcWhite, mat3 dst, vec2 dstWhite) {
- mat3 convMat = inverse(dst) * adaptWhite(srcWhite, dstWhite) * src;
- return vec4(convMat * color.rgb, color[3]);
-}
-
-const mat3 BT2020toLMS = mat3(
- 0.3592, 0.6976, -0.0358,
- -0.1922, 1.1004, 0.0755,
- 0.0070, 0.0749, 0.8434
-);
-//const mat3 LMStoBT2020 = inverse(BT2020toLMS);
-const mat3 LMStoBT2020 = mat3(
- 2.0701800566956135096, -1.3264568761030210255, 0.20661600684785517081,
- 0.36498825003265747974, 0.68046736285223514102, -0.045421753075853231409,
- -0.049595542238932107896, -0.049421161186757487412, 1.1879959417328034394
-);
-
-// const mat3 ICtCpPQ = transpose(mat3(
-// 2048.0, 2048.0, 0.0,
-// 6610.0, -13613.0, 7003.0,
-// 17933.0, -17390.0, -543.0
-// ) / 4096.0);
-const mat3 ICtCpPQ = mat3(
- 0.5, 1.61376953125, 4.378173828125,
- 0.5, -3.323486328125, -4.24560546875,
- 0.0, 1.709716796875, -0.132568359375
-);
-//const mat3 ICtCpPQInv = inverse(ICtCpPQ);
-const mat3 ICtCpPQInv = mat3(
- 1.0, 1.0, 1.0,
- 0.0086090370379327566, -0.0086090370379327566, 0.560031335710679118,
- 0.11102962500302595656, -0.11102962500302595656, -0.32062717498731885185
-);
-
-// unused for now
-// const mat3 ICtCpHLG = transpose(mat3(
-// 2048.0, 2048.0, 0.0,
-// 3625.0, -7465.0, 3840.0,
-// 9500.0, -9212.0, -288.0
-// ) / 4096.0);
-// const mat3 ICtCpHLGInv = inverse(ICtCpHLG);
-
-vec4 tonemap(vec4 color, mat3 dstXYZ) {
- if (maxLuminance < dstMaxLuminance * 1.01)
- return vec4(clamp(color.rgb, vec3(0.0), vec3(dstMaxLuminance)), color[3]);
-
- mat3 toLMS = BT2020toLMS * dstXYZ;
- mat3 fromLMS = inverse(dstXYZ) * LMStoBT2020;
-
- vec3 lms = fromLinear(vec4((toLMS * color.rgb) / HDR_MAX_LUMINANCE, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb;
- vec3 ICtCp = ICtCpPQ * lms;
-
- float E = pow(clamp(ICtCp[0], 0.0, 1.0), PQ_INV_M2);
- float luminance = pow(
- (max(E - PQ_C1, 0.0)) / (PQ_C2 - PQ_C3 * E),
- PQ_INV_M1
- ) * HDR_MAX_LUMINANCE;
-
- float linearPart = min(luminance, dstRefLuminance);
- float luminanceAboveRef = max(luminance - dstRefLuminance, 0.0);
- float maxExcessLuminance = max(maxLuminance - dstRefLuminance, 1.0);
- float shoulder = log((luminanceAboveRef / maxExcessLuminance + 1.0) * (M_E - 1.0));
- float mappedHigh = shoulder * (dstMaxLuminance - dstRefLuminance);
- float newLum = clamp(linearPart + mappedHigh, 0.0, dstMaxLuminance);
-
- // scale src to dst reference
- float refScale = dstRefLuminance / srcRefLuminance;
-
- return vec4(fromLMS * toLinear(vec4(ICtCpPQInv * ICtCp, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb * HDR_MAX_LUMINANCE * refScale, color[3]);
-}
+#include "tonemap.glsl"
vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat3 dstxyz) {
pixColor.rgb /= max(pixColor.a, 0.001);
@@ -407,11 +270,9 @@ vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat3 dstxyz) {
pixColor.rgb = convertMatrix * pixColor.rgb;
pixColor = toNit(pixColor, srcTFRange);
pixColor.rgb *= pixColor.a;
- pixColor = tonemap(pixColor, dstxyz);
+ #include "do_tonemap.glsl"
pixColor = fromLinearNit(pixColor, dstTF, dstTFRange);
- if ((srcTF == CM_TRANSFER_FUNCTION_SRGB || srcTF == CM_TRANSFER_FUNCTION_GAMMA22) && dstTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
- pixColor = saturate(pixColor, dstxyz, sdrSaturation);
- pixColor.rgb *= sdrBrightnessMultiplier;
- }
+ #include "do_sdr_mod.glsl"
+
return pixColor;
}