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- /*
- * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
- */
- #include <bgfx_shader.sh>
- uniform vec4 u_params0;
- #define u_textureLod u_params0.x
- #define u_textureLayer u_params0.y
- #define u_inLinear u_params0.z
- #define u_ev u_params0.w
- uniform vec4 u_params1;
- #define u_outputFormat u_params1.x
- #define u_sdrWhiteNits u_params1.y
- vec3 toLinear(vec3 _rgb)
- {
- return pow(abs(_rgb), vec3_splat(2.2) );
- }
- vec3 toGamma(vec3 _rgb)
- {
- return pow(abs(_rgb), vec3_splat(1.0/2.2) );
- }
- vec3 applyExposure(vec3 _rgb)
- {
- vec3 rgb = mix(toLinear(_rgb.xyz), _rgb.xyz, u_inLinear);
- return (rgb * pow(2.0, u_ev) );
- }
- vec4 toEv(vec4 _color)
- {
- return vec4(toGamma(applyExposure(_color.xyz) ), _color.w);
- }
- float toSrgbGamma(float _val)
- {
- if (_val <= 0.0031308)
- {
- return 12.92 * _val;
- }
- else
- {
- return 1.055 * pow(_val, (1.0/2.4) ) - 0.055;
- }
- }
- vec3 toSrgbGamma(vec3 _rgb)
- {
- _rgb.x = toSrgbGamma(_rgb.x);
- _rgb.y = toSrgbGamma(_rgb.y);
- _rgb.z = toSrgbGamma(_rgb.z);
- return _rgb;
- }
- vec3 toXyzFromSrgb(vec3 _rgb)
- {
- mat3 toXYZ = mat3(
- 0.4125564, 0.3575761, 0.1804375,
- 0.2126729, 0.7151522, 0.0721750,
- 0.0193339, 0.1191920, 0.9503041
- );
- return mul(toXYZ, _rgb);
- }
- vec3 toRec2020FromXyz(vec3 _xyz)
- {
- mat3 toRec2020 = mat3(
- 1.7166512, -0.3556708, -0.2533663,
- -0.6666844, 1.6164812, 0.0157685,
- 0.0176399, -0.0427706, 0.9421031
- );
- return mul(toRec2020, _xyz);
- }
- vec3 toPqOetf(vec3 _color)
- {
- // reference PQ OETF will yield reference OOTF when
- // displayed on a reference monitor employing EOTF
- float m1 = 0.1593017578125;
- float m2 = 78.84375;
- float c1 = 0.8359375;
- float c2 = 18.8515625;
- float c3 = 18.6875;
- vec3 Ym1 = pow(_color.xyz * (1.0/10000.0), vec3_splat(m1) );
- _color = pow((c1 + c2*Ym1) / (vec3_splat(1.0) + c3*Ym1), vec3_splat(m2) );
- return _color;
- }
- vec4 toOutput(vec4 _color, float _outputFormat, float _sdrWhiteNits)
- {
- // assumed that _color is linear with sRGB/rec709 primaries
- // and 1.0 is SDR white point
- vec3 outColor = vec3_splat(0.0);
- if (_outputFormat < 0.5)
- {
- // output == 0 -> sRGB/rec709, apply gamma
- // values over 1.0 will saturate
- outColor = toSrgbGamma(saturate(_color.xyz));
- }
- else if (_outputFormat < 1.5)
- {
- // output == 1 -> scRGB, remains linear.
- // values over 1.0 will appear as HDR
- outColor = _color.xyz;
- }
- else if (_outputFormat < 2.5)
- {
- // output == 2 -> PQ
-
- // change primaries from sRGB/rec709 to rec2020
- vec3 _xyz = toXyzFromSrgb(_color.xyz);
- outColor = toRec2020FromXyz(_xyz);
- // if 1.0 is SDR white, should map to 80 nits
- // but that could lead to dim results as SDR
- // monitors tend to be brighter than standard
- outColor = toPqOetf(outColor * _sdrWhiteNits);
- }
- return vec4(outColor, _color.w);
- }
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