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https://github.com/italicsjenga/slang-shaders.git
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Grade - Formatting + Notes + Cosmetics (#465)
* Grade - Formatting + Notes + Cosmetics - Adopted some GLES related type consistency and formatting (still not compatible with GLES and not planned) - Some notes on Phosphors - Cosmetics * Grade - Formatting + Notes + Cosmetics - Adopted some GLES related type consistency and formatting (still not compatible with GLES and not planned) - Some notes on Phosphors - Cosmetics
This commit is contained in:
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6485e4c610
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@ -82,7 +82,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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} global;
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/*
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Grade (16-06-2023)
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Grade (17-07-2023)
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> See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442
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> Ubershader grouping some monolithic color related shaders:
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@ -258,17 +258,17 @@ vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) {
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vec3 XYZtoYxy(vec3 XYZ) {
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float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
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float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
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float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
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float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
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float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
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float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
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return vec3(XYZ.g, Yxyg, Yxyb);
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}
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vec3 YxytoXYZ(vec3 Yxy) {
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float Xs = Yxy.r * (Yxy.g/Yxy.b);
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float Xs = Yxy.r * (Yxy.g/Yxy.b);
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float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0;
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vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
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vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
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return XYZ;
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}
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@ -287,17 +287,17 @@ vec3 YxytoXYZ(vec3 Yxy) {
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vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) {
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float temp3 = 1000. / temperature;
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float temp6 = 1000000. / pow(temperature, 2.);
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float temp9 = 1000000000. / pow(temperature, 3.);
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float temp6 = 1000000. / pow(temperature, 2.0);
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float temp9 = 1000000000. / pow(temperature, 3.0);
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vec3 wp = vec3(1.);
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vec3 wp = vec3(1.0);
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wp.x = (temperature < 5500.) ? 0.244058 + 0.0989971 * temp3 + 2.96545 * temp6 - 4.59673 * temp9 : \
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(temperature < 8000.) ? 0.200033 + 0.9545630 * temp3 - 2.53169 * temp6 + 7.08578 * temp9 : \
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0.237045 + 0.2437440 * temp3 + 1.94062 * temp6 - 2.11004 * temp9 ;
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wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2) + 0.0297408 * pow(wp.x,3);
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wp.z = 1. - wp.x - wp.y;
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wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2.0) + 0.0297408 * pow(wp.x,3.0);
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wp.z = 1.0 - wp.x - wp.y;
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const mat3 CAT16 = mat3(
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0.401288,-0.250268, -0.002079,
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@ -334,17 +334,17 @@ float EOTF_1886a(float color, float bl, float brightness, float contrast) {
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// Contrast = 100
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const float wl = 100.0;
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float b = pow(bl, 1/2.4);
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float a = pow(wl, 1/2.4)-b;
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b = (brightness-50) / 250. + b/a; // -0.20 to +0.20
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a = contrast!=50 ? pow(2,(contrast-50)/50.) : 1.; // 0.50 to +2.00
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float b = pow(bl, 1./2.4);
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float a = pow(wl, 1./2.4)-b;
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b = (brightness-50.) / 250. + b/a; // -0.20 to +0.20
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a = contrast!=50. ? pow(2.,(contrast-50.)/50.) : 1.; // 0.50 to +2.00
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const float Vc = 0.35; // Offset
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float Lw = wl/100. * a; // White level
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float Lb = min( b * a,Vc); // Black level
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const float a1 = 2.6; // Shoulder gamma
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const float a2 = 3.0; // Knee gamma
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float k = Lw /pow(1 + Lb, a1);
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float k = Lw /pow(1. + Lb, a1);
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float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma
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color = color >= Vc ? k * pow(color + Lb, a1 ) : sl * pow(color + Lb, a2 );
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@ -442,7 +442,7 @@ float rolled_gain(float color, float gain) {
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float gx = abs(gain) + 0.001;
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float anch = (gain > 0.0) ? 0.5 / (gx / 2.0) : 0.5 / gx;
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color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain);
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color = (gain > 0.0) ? color * ((color - anch) / (1.0 - anch)) : color * ((1.0 - anch) / (color - anch)) * (1.0 - gain);
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return color;
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}
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@ -475,11 +475,11 @@ float SatMask(float color_r, float color_g, float color_b) {
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vec3 GamutCompression (vec3 rgb, float grey) {
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// Limit/Thres order is Cyan, Magenta, Yellow
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vec3 beam = max(vec3(0.0),vec3(beamg,(beamb+beamr)/2,(beamr+beamg)/2));
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vec3 sat = max(vec3(0.0),vec3(satg, (satb +satr) /2,(satr +satg) /2)+1); // center at 1
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float temp = max(0,abs(global.wp_temperature-7000)-1000)/825.0+1; // center at 1
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vec3 WPD = global.wp_temperature < 7000 ? vec3(1,temp,(temp-1)/2+1) : vec3((temp-1)/2+1,temp,1);
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sat = max(0.0,g_sat+1)*(sat*beam) * WPD;
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vec3 beam = max(vec3(0.0),vec3(beamg,(beamb+beamr)/2.,(beamr+beamg)/2.));
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vec3 sat = max(vec3(0.0),vec3(satg, (satb +satr) /2.,(satr +satg) /2.)+1.); // center at 1
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float temp = max(0.0,abs(global.wp_temperature-7000.)-1000.)/825.+1.; // center at 1
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vec3 WPD = global.wp_temperature < 7000. ? vec3(1.,temp,(temp-1.)/2.+1.) : vec3((temp-1.)/2.+1.,temp,1.);
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sat = max(0.0,g_sat+1.0)*(sat*beam) * WPD;
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mat2x3 LimThres = mat2x3( 0.100000,0.100000,0.100000,
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0.125000,0.125000,0.125000);
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@ -522,7 +522,7 @@ vec3 GamutCompression (vec3 rgb, float grey) {
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vec3 dl = 1.0+vec3(LimThres[0])*sat;
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// Calculate scale so compression function passes through distance limit: (x=dl, y=1)
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vec3 s = (vec3(1)-th)/sqrt(max(vec3(1.001), dl)-1.0);
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vec3 s = (vec3(1.0)-th)/sqrt(max(vec3(1.001), dl)-1.0);
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// Achromatic axis
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float ac = max(rgb.x, max(rgb.y, rgb.z));
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@ -539,7 +539,7 @@ vec3 GamutCompression (vec3 rgb, float grey) {
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// Inverse RGB Ratios to RGB
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// and Mask with "luma"
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return mix(rgb, ac-cd.xyz*abs(ac), pow(grey,1/params.g_CRT_l));
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return mix(rgb, ac-cd.xyz*abs(ac), pow(grey,1.0/params.g_CRT_l));
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}
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@ -563,8 +563,7 @@ vec3 GamutCompression (vec3 rgb, float grey) {
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// Rymax 0.701088
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// R'G'B' full range to Decorrelated Intermediate (Y,B-Y,R-Y)
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// Rows should sum to 0, except first one which sums 1
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const mat3 YByRy =
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mat3(
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const mat3 YByRy = mat3(
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0.298912, 0.586603, 0.114485,
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-0.298912,-0.586603, 0.885515,
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0.701088,-0.586603,-0.114485);
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@ -578,8 +577,8 @@ const mat3 YByRy =
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// Y excursion is limited to 16-235 for NTSC-U and 0-235 for PAL and NTSC-J
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vec3 r601_YUV(vec3 RGB, float NTSC_U) {
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const float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit
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const float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit
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const float sclU = ((0.5*(235.-16.)+16.)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit
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const float sclV = (240.-16.) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit
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mat3 conv_mat = mat3(
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vec3(YByRy[0]),
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@ -628,14 +627,12 @@ vec3 Quantize8_f3(vec3 col) {
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// Hunt-Pointer-Estevez D65 cone response
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// modification for IPT model
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const mat3 LMS =
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mat3(
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const mat3 LMS = mat3(
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0.4002, 0.7075, -0.0807,
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-0.2280, 1.1500, 0.0612,
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0.0000, 0.0000, 0.9184);
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const mat3 IPT =
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mat3(
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const mat3 IPT = mat3(
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0.4000, 0.4000, 0.2000,
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4.4550, -4.8510, 0.3960,
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0.8056, 0.3572, -1.1628);
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@ -649,28 +646,28 @@ mat3(
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////// STANDARDS ///////
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// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
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// SMPTE-C - Standard Phosphor (Rec.601 NTSC)
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// Standardized in 1982 (as CCIR Rec.601-1) after "Conrac Corp. & RCA" P22 phosphors (circa 1969) for consumer CRTs
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// ILLUMINANT: D65->[0.31266142,0.3289589]
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const mat3 SMPTE170M_ph =
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mat3(
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const mat3 SMPTE170M_ph = mat3(
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0.630, 0.310, 0.155,
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0.340, 0.595, 0.070,
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0.030, 0.095, 0.775);
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// ITU-R BT.470/601 (B/G)
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// EBU Tech.3213 PAL - Standard Phosphor for Studio Monitors
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// EBU Tech.3213 PAL - Standard Phosphor for Studio Monitors (also used in Sony BVMs and Higher-end PVMs)
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// ILLUMINANT: D65->[0.31266142,0.3289589]
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const mat3 SMPTE470BG_ph =
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mat3(
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const mat3 SMPTE470BG_ph = mat3(
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0.640, 0.290, 0.150,
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0.330, 0.600, 0.060,
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0.030, 0.110, 0.790);
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// NTSC-J P22
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// Mix between averaging KV-20M20, KDS VS19, Dell D93, 4-TR-B09v1_0.pdf and Phosphor Handbook 'P22'
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// Phosphors based on 1975's EBU Tech.3123-E (formerly known as JEDEC-P22)
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// Typical P22 phosphors used in Japanese consumer CRTs with 9300K+27MPCD white point
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// ILLUMINANT: D93->[0.281000,0.311000] (CCT of 8945.436K)
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// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series (around 10000.0K for wp_adjust() daylight fit)
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const mat3 P22_J_ph =
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mat3(
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const mat3 P22_J_ph = mat3(
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0.625, 0.280, 0.152,
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0.350, 0.605, 0.062,
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0.025, 0.115, 0.786);
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@ -681,22 +678,19 @@ const mat3 P22_J_ph =
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// You can run any of these P22 primaries either through D65 or D93 indistinctly but typically these were D65 based.
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// P22_80 is roughly the same as the old P22 gamut in Grade 2020. P22 1979-1994 meta measurement.
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// ILLUMINANT: D65->[0.31266142,0.3289589]
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const mat3 P22_80s_ph =
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mat3(
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const mat3 P22_80s_ph = mat3(
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0.6470, 0.2820, 0.1472,
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0.3430, 0.6200, 0.0642,
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0.0100, 0.0980, 0.7886);
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// P22 improved with tinted phosphors (Use this for NTSC-U 16-bits, and above for 8-bits)
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const mat3 P22_90s_ph =
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mat3(
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const mat3 P22_90s_ph = mat3(
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0.6661, 0.3134, 0.1472,
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0.3329, 0.6310, 0.0642,
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0.0010, 0.0556, 0.7886);
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// RPTV (Rear Projection TV) for NTSC-U late 90s, early 00s
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const mat3 RPTV_95s_ph =
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mat3(
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const mat3 RPTV_95s_ph = mat3(
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0.640, 0.341, 0.150,
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0.335, 0.586, 0.070,
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0.025, 0.073, 0.780);
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//----------------------- Display Primaries -----------------------
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// sRGB (IEC 61966-2-1) and ITU-R BT.709-6 (originally CCIR Rec.709)
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const mat3 sRGB_prims =
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mat3(
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const mat3 sRGB_prims = mat3(
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0.640, 0.300, 0.150,
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0.330, 0.600, 0.060,
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0.030, 0.100, 0.790);
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// Adobe RGB (1998)
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const mat3 Adobe_prims =
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mat3(
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const mat3 Adobe_prims = mat3(
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0.640, 0.210, 0.150,
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0.330, 0.710, 0.060,
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0.030, 0.080, 0.790);
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// BT-2020/BT-2100 (from 630nm, 532nm and 467nm)
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const mat3 rec2020_prims =
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mat3(
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const mat3 rec2020_prims = mat3(
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0.707917792, 0.170237195, 0.131370635,
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0.292027109, 0.796518542, 0.045875976,
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0.000055099, 0.033244263, 0.822753389);
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// SMPTE RP 432-2 (DCI-P3)
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const mat3 DCIP3_prims =
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mat3(
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const mat3 DCIP3_prims = mat3(
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0.680, 0.265, 0.150,
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0.320, 0.690, 0.060,
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0.000, 0.045, 0.790);
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{
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// Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations.
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float lum_exp = (lum_fix == 1.0) ? (255.0/239.0) : 1.0;
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float lum_exp = (lum_fix == 1.0) ? (255.0/239.0) : 1.0;
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vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
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@ -831,7 +821,7 @@ void main()
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src_h.xyz *= IPT;
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float hue_at = atan(src_h.z, src_h.y);
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chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
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chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
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// red 320º green 220º blue 100º
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float hue_radians_r = 320.0 * M_PI;
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float hue_radians_b = 100.0 * M_PI;
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float hue_b = cos(hue_at + hue_radians_b);
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float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0.0, 1.0), -vec3(satr, satg, satb));
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float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2.0, 0.0, 1.0), -vec3(satr, satg, satb));
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src_h = mix(col, vec3(dot(coeff, col)), msk);
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float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \
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@ -890,13 +880,13 @@ void main()
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * vstr;
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vig = min(pow(vig, vpower), 1.0);
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vig = vig >= 0.5 ? smoothstep(0,1,vig) : vig;
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vig = vig >= 0.5 ? smoothstep(0.0,1.0,vig) : vig;
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src_h *= (vignette == 1.0) ? vig : 1.0;
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// Dark to Dim adaptation OOTF; for 709, P3-D65 and 2020
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float DtD = global.g_Dark_to_Dim > 0.0 ? 1/0.9811 : 1.0;
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float DtD = global.g_Dark_to_Dim > 0.0 ? 1.0/0.9811 : 1.0;
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// EOTF^-1 - Inverted Electro-Optical Transfer Function
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vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./ (563./256.))), 0., 1.) : \
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@ -86,7 +86,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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} global;
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/*
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Grade (16-06-2023)
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Grade (17-07-2023)
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> See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442
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> Ubershader grouping some monolithic color related shaders:
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@ -268,17 +268,17 @@ vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) {
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vec3 XYZtoYxy(vec3 XYZ) {
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float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
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float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
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float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
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float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
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float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
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float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
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return vec3(XYZ.g, Yxyg, Yxyb);
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}
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vec3 YxytoXYZ(vec3 Yxy) {
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float Xs = Yxy.r * (Yxy.g/Yxy.b);
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float Xs = Yxy.r * (Yxy.g/Yxy.b);
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float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0;
|
||||
vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
|
||||
vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
|
||||
return XYZ;
|
||||
}
|
||||
|
||||
|
@ -297,17 +297,17 @@ vec3 YxytoXYZ(vec3 Yxy) {
|
|||
vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) {
|
||||
|
||||
float temp3 = 1000. / temperature;
|
||||
float temp6 = 1000000. / pow(temperature, 2.);
|
||||
float temp9 = 1000000000. / pow(temperature, 3.);
|
||||
float temp6 = 1000000. / pow(temperature, 2.0);
|
||||
float temp9 = 1000000000. / pow(temperature, 3.0);
|
||||
|
||||
vec3 wp = vec3(1.);
|
||||
vec3 wp = vec3(1.0);
|
||||
|
||||
wp.x = (temperature < 5500.) ? 0.244058 + 0.0989971 * temp3 + 2.96545 * temp6 - 4.59673 * temp9 : \
|
||||
(temperature < 8000.) ? 0.200033 + 0.9545630 * temp3 - 2.53169 * temp6 + 7.08578 * temp9 : \
|
||||
0.237045 + 0.2437440 * temp3 + 1.94062 * temp6 - 2.11004 * temp9 ;
|
||||
|
||||
wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2) + 0.0297408 * pow(wp.x,3);
|
||||
wp.z = 1. - wp.x - wp.y;
|
||||
wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2.0) + 0.0297408 * pow(wp.x,3.0);
|
||||
wp.z = 1.0 - wp.x - wp.y;
|
||||
|
||||
const mat3 CAT16 = mat3(
|
||||
0.401288,-0.250268, -0.002079,
|
||||
|
@ -344,17 +344,17 @@ float EOTF_1886a(float color, float bl, float brightness, float contrast) {
|
|||
// Contrast = 100
|
||||
|
||||
const float wl = 100.0;
|
||||
float b = pow(bl, 1/2.4);
|
||||
float a = pow(wl, 1/2.4)-b;
|
||||
b = (brightness-50) / 250. + b/a; // -0.20 to +0.20
|
||||
a = contrast!=50 ? pow(2,(contrast-50)/50.) : 1.; // 0.50 to +2.00
|
||||
float b = pow(bl, 1./2.4);
|
||||
float a = pow(wl, 1./2.4)-b;
|
||||
b = (brightness-50.) / 250. + b/a; // -0.20 to +0.20
|
||||
a = contrast!=50. ? pow(2.,(contrast-50.)/50.) : 1.; // 0.50 to +2.00
|
||||
|
||||
const float Vc = 0.35; // Offset
|
||||
float Lw = wl/100. * a; // White level
|
||||
float Lb = min( b * a,Vc); // Black level
|
||||
const float a1 = 2.6; // Shoulder gamma
|
||||
const float a2 = 3.0; // Knee gamma
|
||||
float k = Lw /pow(1 + Lb, a1);
|
||||
float k = Lw /pow(1. + Lb, a1);
|
||||
float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma
|
||||
|
||||
color = color >= Vc ? k * pow(color + Lb, a1 ) : sl * pow(color + Lb, a2 );
|
||||
|
@ -452,7 +452,7 @@ float rolled_gain(float color, float gain) {
|
|||
|
||||
float gx = abs(gain) + 0.001;
|
||||
float anch = (gain > 0.0) ? 0.5 / (gx / 2.0) : 0.5 / gx;
|
||||
color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain);
|
||||
color = (gain > 0.0) ? color * ((color - anch) / (1.0 - anch)) : color * ((1.0 - anch) / (color - anch)) * (1.0 - gain);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
@ -498,11 +498,11 @@ vec4 mixfix_v4(vec4 a, vec4 b, float c) {
|
|||
vec3 GamutCompression (vec3 rgb, float grey) {
|
||||
|
||||
// Limit/Thres order is Cyan, Magenta, Yellow
|
||||
vec3 beam = max(vec3(0.0),vec3(beamg,(beamb+beamr)/2,(beamr+beamg)/2));
|
||||
vec3 sat = max(vec3(0.0),vec3(satg, (satb +satr) /2,(satr +satg) /2)+1); // center at 1
|
||||
float temp = max(0,abs(global.wp_temperature-7000)-1000)/825.0+1; // center at 1
|
||||
vec3 WPD = global.wp_temperature < 7000 ? vec3(1,temp,(temp-1)/2+1) : vec3((temp-1)/2+1,temp,1);
|
||||
sat = max(0.0,g_sat+1)*(sat*beam) * WPD;
|
||||
vec3 beam = max(vec3(0.0),vec3(beamg,(beamb+beamr)/2.,(beamr+beamg)/2.));
|
||||
vec3 sat = max(vec3(0.0),vec3(satg, (satb +satr) /2.,(satr +satg) /2.)+1.); // center at 1
|
||||
float temp = max(0.0,abs(global.wp_temperature-7000.)-1000.)/825.+1.; // center at 1
|
||||
vec3 WPD = global.wp_temperature < 7000. ? vec3(1.,temp,(temp-1.)/2.+1.) : vec3((temp-1.)/2.+1.,temp,1.);
|
||||
sat = max(0.0,g_sat+1.0)*(sat*beam) * WPD;
|
||||
|
||||
mat2x3 LimThres = mat2x3( 0.100000,0.100000,0.100000,
|
||||
0.125000,0.125000,0.125000);
|
||||
|
@ -545,7 +545,7 @@ vec3 GamutCompression (vec3 rgb, float grey) {
|
|||
vec3 dl = 1.0+vec3(LimThres[0])*sat;
|
||||
|
||||
// Calculate scale so compression function passes through distance limit: (x=dl, y=1)
|
||||
vec3 s = (vec3(1)-th)/sqrt(max(vec3(1.001), dl)-1.0);
|
||||
vec3 s = (vec3(1.0)-th)/sqrt(max(vec3(1.001), dl)-1.0);
|
||||
|
||||
// Achromatic axis
|
||||
float ac = max(rgb.x, max(rgb.y, rgb.z));
|
||||
|
@ -562,7 +562,7 @@ vec3 GamutCompression (vec3 rgb, float grey) {
|
|||
|
||||
// Inverse RGB Ratios to RGB
|
||||
// and Mask with "luma"
|
||||
return mix(rgb, ac-cd.xyz*abs(ac), pow(grey,1/params.g_CRT_l));
|
||||
return mix(rgb, ac-cd.xyz*abs(ac), pow(grey,1.0/params.g_CRT_l));
|
||||
}
|
||||
|
||||
|
||||
|
@ -586,8 +586,7 @@ vec3 GamutCompression (vec3 rgb, float grey) {
|
|||
// Rymax 0.701088
|
||||
// R'G'B' full range to Decorrelated Intermediate (Y,B-Y,R-Y)
|
||||
// Rows should sum to 0, except first one which sums 1
|
||||
const mat3 YByRy =
|
||||
mat3(
|
||||
const mat3 YByRy = mat3(
|
||||
0.298912, 0.586603, 0.114485,
|
||||
-0.298912,-0.586603, 0.885515,
|
||||
0.701088,-0.586603,-0.114485);
|
||||
|
@ -601,8 +600,8 @@ const mat3 YByRy =
|
|||
// Y excursion is limited to 16-235 for NTSC-U and 0-235 for PAL and NTSC-J
|
||||
vec3 r601_YUV(vec3 RGB, float NTSC_U) {
|
||||
|
||||
const float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit
|
||||
const float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit
|
||||
const float sclU = ((0.5*(235.-16.)+16.)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit
|
||||
const float sclV = (240.-16.) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit
|
||||
|
||||
mat3 conv_mat = mat3(
|
||||
vec3(YByRy[0]),
|
||||
|
@ -651,14 +650,12 @@ vec3 Quantize8_f3(vec3 col) {
|
|||
|
||||
// Hunt-Pointer-Estevez D65 cone response
|
||||
// modification for IPT model
|
||||
const mat3 LMS =
|
||||
mat3(
|
||||
const mat3 LMS = mat3(
|
||||
0.4002, 0.7075, -0.0807,
|
||||
-0.2280, 1.1500, 0.0612,
|
||||
0.0000, 0.0000, 0.9184);
|
||||
|
||||
const mat3 IPT =
|
||||
mat3(
|
||||
const mat3 IPT = mat3(
|
||||
0.4000, 0.4000, 0.2000,
|
||||
4.4550, -4.8510, 0.3960,
|
||||
0.8056, 0.3572, -1.1628);
|
||||
|
@ -672,28 +669,28 @@ mat3(
|
|||
////// STANDARDS ///////
|
||||
// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
|
||||
// SMPTE-C - Standard Phosphor (Rec.601 NTSC)
|
||||
// Standardized in 1982 (as CCIR Rec.601-1) after "Conrac Corp. & RCA" P22 phosphors (circa 1969) for consumer CRTs
|
||||
// ILLUMINANT: D65->[0.31266142,0.3289589]
|
||||
const mat3 SMPTE170M_ph =
|
||||
mat3(
|
||||
const mat3 SMPTE170M_ph = mat3(
|
||||
0.630, 0.310, 0.155,
|
||||
0.340, 0.595, 0.070,
|
||||
0.030, 0.095, 0.775);
|
||||
|
||||
// ITU-R BT.470/601 (B/G)
|
||||
// EBU Tech.3213 PAL - Standard Phosphor for Studio Monitors
|
||||
// EBU Tech.3213 PAL - Standard Phosphor for Studio Monitors (also used in Sony BVMs and Higher-end PVMs)
|
||||
// ILLUMINANT: D65->[0.31266142,0.3289589]
|
||||
const mat3 SMPTE470BG_ph =
|
||||
mat3(
|
||||
const mat3 SMPTE470BG_ph = mat3(
|
||||
0.640, 0.290, 0.150,
|
||||
0.330, 0.600, 0.060,
|
||||
0.030, 0.110, 0.790);
|
||||
|
||||
// NTSC-J P22
|
||||
// Mix between averaging KV-20M20, KDS VS19, Dell D93, 4-TR-B09v1_0.pdf and Phosphor Handbook 'P22'
|
||||
// Phosphors based on 1975's EBU Tech.3123-E (formerly known as JEDEC-P22)
|
||||
// Typical P22 phosphors used in Japanese consumer CRTs with 9300K+27MPCD white point
|
||||
// ILLUMINANT: D93->[0.281000,0.311000] (CCT of 8945.436K)
|
||||
// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series (around 10000.0K for wp_adjust() daylight fit)
|
||||
const mat3 P22_J_ph =
|
||||
mat3(
|
||||
const mat3 P22_J_ph = mat3(
|
||||
0.625, 0.280, 0.152,
|
||||
0.350, 0.605, 0.062,
|
||||
0.025, 0.115, 0.786);
|
||||
|
@ -704,22 +701,19 @@ const mat3 P22_J_ph =
|
|||
// You can run any of these P22 primaries either through D65 or D93 indistinctly but typically these were D65 based.
|
||||
// P22_80 is roughly the same as the old P22 gamut in Grade 2020. P22 1979-1994 meta measurement.
|
||||
// ILLUMINANT: D65->[0.31266142,0.3289589]
|
||||
const mat3 P22_80s_ph =
|
||||
mat3(
|
||||
const mat3 P22_80s_ph = mat3(
|
||||
0.6470, 0.2820, 0.1472,
|
||||
0.3430, 0.6200, 0.0642,
|
||||
0.0100, 0.0980, 0.7886);
|
||||
|
||||
// P22 improved with tinted phosphors (Use this for NTSC-U 16-bits, and above for 8-bits)
|
||||
const mat3 P22_90s_ph =
|
||||
mat3(
|
||||
const mat3 P22_90s_ph = mat3(
|
||||
0.6661, 0.3134, 0.1472,
|
||||
0.3329, 0.6310, 0.0642,
|
||||
0.0010, 0.0556, 0.7886);
|
||||
|
||||
// RPTV (Rear Projection TV) for NTSC-U late 90s, early 00s
|
||||
const mat3 RPTV_95s_ph =
|
||||
mat3(
|
||||
const mat3 RPTV_95s_ph = mat3(
|
||||
0.640, 0.341, 0.150,
|
||||
0.335, 0.586, 0.070,
|
||||
0.025, 0.073, 0.780);
|
||||
|
@ -731,29 +725,25 @@ const mat3 RPTV_95s_ph =
|
|||
//----------------------- Display Primaries -----------------------
|
||||
|
||||
// sRGB (IEC 61966-2-1) and ITU-R BT.709-6 (originally CCIR Rec.709)
|
||||
const mat3 sRGB_prims =
|
||||
mat3(
|
||||
const mat3 sRGB_prims = mat3(
|
||||
0.640, 0.300, 0.150,
|
||||
0.330, 0.600, 0.060,
|
||||
0.030, 0.100, 0.790);
|
||||
|
||||
// Adobe RGB (1998)
|
||||
const mat3 Adobe_prims =
|
||||
mat3(
|
||||
const mat3 Adobe_prims = mat3(
|
||||
0.640, 0.210, 0.150,
|
||||
0.330, 0.710, 0.060,
|
||||
0.030, 0.080, 0.790);
|
||||
|
||||
// BT-2020/BT-2100 (from 630nm, 532nm and 467nm)
|
||||
const mat3 rec2020_prims =
|
||||
mat3(
|
||||
const mat3 rec2020_prims = mat3(
|
||||
0.707917792, 0.170237195, 0.131370635,
|
||||
0.292027109, 0.796518542, 0.045875976,
|
||||
0.000055099, 0.033244263, 0.822753389);
|
||||
|
||||
// SMPTE RP 432-2 (DCI-P3)
|
||||
const mat3 DCIP3_prims =
|
||||
mat3(
|
||||
const mat3 DCIP3_prims = mat3(
|
||||
0.680, 0.265, 0.150,
|
||||
0.320, 0.690, 0.060,
|
||||
0.000, 0.045, 0.790);
|
||||
|
@ -770,7 +760,7 @@ void main()
|
|||
{
|
||||
|
||||
// Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations.
|
||||
float lum_exp = (lum_fix == 1.0) ? (255.0/239.0) : 1.0;
|
||||
float lum_exp = (lum_fix == 1.0) ? (255.0/239.0) : 1.0;
|
||||
|
||||
vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
|
||||
|
||||
|
@ -866,7 +856,7 @@ void main()
|
|||
src_h.xyz *= IPT;
|
||||
|
||||
float hue_at = atan(src_h.z, src_h.y);
|
||||
chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
|
||||
chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
|
||||
|
||||
// red 320º green 220º blue 100º
|
||||
float hue_radians_r = 320.0 * M_PI;
|
||||
|
@ -878,7 +868,7 @@ void main()
|
|||
float hue_radians_b = 100.0 * M_PI;
|
||||
float hue_b = cos(hue_at + hue_radians_b);
|
||||
|
||||
float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0.0, 1.0), -vec3(satr, satg, satb));
|
||||
float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2.0, 0.0, 1.0), -vec3(satr, satg, satb));
|
||||
src_h = mix(col, vec3(dot(coeff, col)), msk);
|
||||
|
||||
float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \
|
||||
|
@ -925,13 +915,13 @@ void main()
|
|||
vpos *= 1.0 - vpos.xy;
|
||||
float vig = vpos.x * vpos.y * vstr;
|
||||
vig = min(pow(vig, vpower), 1.0);
|
||||
vig = vig >= 0.5 ? smoothstep(0,1,vig) : vig;
|
||||
vig = vig >= 0.5 ? smoothstep(0.0,1.0,vig) : vig;
|
||||
|
||||
src_h *= (vignette == 1.0) ? vig : 1.0;
|
||||
|
||||
|
||||
// Dark to Dim adaptation OOTF; for 709, P3-D65 and 2020
|
||||
float DtD = global.g_Dark_to_Dim > 0.0 ? 1/0.9811 : 1.0;
|
||||
float DtD = global.g_Dark_to_Dim > 0.0 ? 1.0/0.9811 : 1.0;
|
||||
|
||||
// EOTF^-1 - Inverted Electro-Optical Transfer Function
|
||||
vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./ (563./256.))), 0., 1.) : \
|
||||
|
|
Loading…
Reference in a new issue