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path: root/src/render/shaders/glsl/tonemap.glsl
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#ifndef ALLOW_INCLUDES
#define ALLOW_INCLUDES
#extension GL_ARB_shading_language_include : enable
#endif
#include "constants.h"

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, float maxLuminance, float dstMaxLuminance, float dstRefLuminance, float srcRefLuminance) {
    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 luminanceRatio = max(luminance / dstRefLuminance, 0.0);
    float srcScale       = maxLuminance / dstRefLuminance;
    float dstScale       = dstMaxLuminance / dstRefLuminance;
    float v              = (dstScale * (1.0 + srcScale) - srcScale) / pow(srcScale, 2.0);
    float newLuminance   = (luminanceRatio * (1.0 + luminanceRatio * v) / (1.0 + luminanceRatio)) * dstRefLuminance;

    E        = pow(clamp(newLuminance / HDR_MAX_LUMINANCE, 0.0, 1.0), PQ_M1);
    ICtCp[0] = pow((PQ_C1 + PQ_C2 * E) / (1.0 + PQ_C3 * E), PQ_M2);

    color = vec4(fromLMS * toLinear(vec4(ICtCpPQInv * ICtCp, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb * HDR_MAX_LUMINANCE, color[3]);

    return clamp(color, 0.0, dstMaxLuminance);
}