slang-shaders/hdr/shaders/include/gamma_correct.h

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#include "hdr10.h"
// SDR Colour output spaces
const mat3 k709_to_XYZ = mat3(
0.412391f, 0.357584f, 0.180481f,
0.212639f, 0.715169f, 0.072192f,
0.019331f, 0.119195f, 0.950532f);
const mat3 kXYZ_to_DCIP3 = mat3 (
2.4934969119f, -0.9313836179f, -0.4027107845f,
-0.8294889696f, 1.7626640603f, 0.0236246858f,
0.0358458302f, -0.0761723893f, 0.9568845240f);
float LinearTosRGB_1(const float channel)
{
//return (channel > 0.0031308f) ? (1.055f * pow(channel, 1.0f / HCRT_GAMMA_OUT)) - 0.055f : channel * 12.92f;
return (1.055f * pow(channel, 1.0f / HCRT_GAMMA_OUT)) - 0.055f;
}
vec3 LinearTosRGB(const vec3 colour)
{
return vec3(LinearTosRGB_1(colour.r), LinearTosRGB_1(colour.g), LinearTosRGB_1(colour.b));
}
float LinearTo709_1(const float channel)
{
//return (channel >= 0.018f) ? pow(channel * 1.099f, 1.0f / (HCRT_GAMMA_OUT - 0.18f)) - 0.099f : channel * 4.5f; // Gamma: 2.4 - 0.18 = 2.22
return pow(channel * 1.099f, 1.0f / (HCRT_GAMMA_OUT - 0.18f)) - 0.099f;
}
vec3 LinearTo709(const vec3 colour)
{
return vec3(LinearTo709_1(colour.r), LinearTo709_1(colour.g), LinearTo709_1(colour.b));
}
float LinearToDCIP3_1(const float channel)
{
return pow(channel, 1.0f / (HCRT_GAMMA_OUT + 0.2f)); // Gamma: 2.4 + 0.2 = 2.6
}
vec3 LinearToDCIP3(const vec3 colour)
{
return vec3(LinearToDCIP3_1(colour.r), LinearToDCIP3_1(colour.g), LinearToDCIP3_1(colour.b));
}
void GammaCorrect(const vec3 scanline_colour, inout vec3 gamma_corrected)
{
if(HCRT_HDR < 1.0f)
{
if(HCRT_OUTPUT_COLOUR_SPACE == 0.0f)
{
gamma_corrected = LinearTo709(scanline_colour);
}
else if(HCRT_OUTPUT_COLOUR_SPACE == 1.0f)
{
gamma_corrected = LinearTosRGB(scanline_colour);
}
else
{
gamma_corrected = LinearToDCIP3(scanline_colour);
}
}
else
{
gamma_corrected = LinearToST2084(scanline_colour);
}
}