blob: 548289c308764aa65e8f067f3e2ebf2632c020ee (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
|
#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float contrast;
uniform float brightness;
uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
#include "CM.glsl"
float gain(float x, float k) {
float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
return (x < 0.5) ? a : 1.0 - a;
}
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = texture(tex, v_texcoord);
if (skipCM == 0) {
if (sourceTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
pixColor.rgb /= sdrBrightnessMultiplier;
}
pixColor.rgb = convertMatrix * toLinearRGB(pixColor.rgb, sourceTF);
pixColor = toNit(pixColor, srcTFRange);
pixColor = fromLinearNit(pixColor, targetTF, dstTFRange);
}
// contrast
if (contrast != 1.0) {
pixColor.r = gain(pixColor.r, contrast);
pixColor.g = gain(pixColor.g, contrast);
pixColor.b = gain(pixColor.b, contrast);
}
// brightness
if (brightness > 1.0) {
pixColor.rgb *= brightness;
}
fragColor = pixColor;
}
|