diff --git a/misc/shaders/grade-no-LUT.slang b/misc/shaders/grade-no-LUT.slang index 39b4047..956b359 100644 --- a/misc/shaders/grade-no-LUT.slang +++ b/misc/shaders/grade-no-LUT.slang @@ -82,7 +82,7 @@ layout(std140, set = 0, binding = 0) uniform UBO } global; /* - Grade (16-06-2023) + Grade (17-07-2023) > See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442 > Ubershader grouping some monolithic color related shaders: @@ -258,17 +258,17 @@ vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) { vec3 XYZtoYxy(vec3 XYZ) { - float XYZrgb = XYZ.r+XYZ.g+XYZ.b; - float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; - float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb; + float XYZrgb = XYZ.r+XYZ.g+XYZ.b; + float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; + float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb; return vec3(XYZ.g, Yxyg, Yxyb); } vec3 YxytoXYZ(vec3 Yxy) { - float Xs = Yxy.r * (Yxy.g/Yxy.b); + float Xs = Yxy.r * (Yxy.g/Yxy.b); 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; } @@ -287,17 +287,17 @@ 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, @@ -334,17 +334,17 @@ 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 ); @@ -442,7 +442,7 @@ 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; } @@ -475,11 +475,11 @@ float SatMask(float color_r, float color_g, float color_b) { 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); @@ -522,7 +522,7 @@ 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)); @@ -539,7 +539,7 @@ 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)); } @@ -563,8 +563,7 @@ 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); @@ -578,8 +577,8 @@ 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]), @@ -628,14 +627,12 @@ 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); @@ -649,28 +646,28 @@ 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); @@ -681,22 +678,19 @@ 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); @@ -708,29 +702,25 @@ 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); @@ -747,7 +737,7 @@ 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; @@ -831,7 +821,7 @@ 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; @@ -843,7 +833,7 @@ 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) : \ @@ -890,13 +880,13 @@ 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.) : \ diff --git a/misc/shaders/grade.slang b/misc/shaders/grade.slang index fc9b4c2..f9057c6 100644 --- a/misc/shaders/grade.slang +++ b/misc/shaders/grade.slang @@ -86,7 +86,7 @@ layout(std140, set = 0, binding = 0) uniform UBO } global; /* - Grade (16-06-2023) + Grade (17-07-2023) > See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442 > Ubershader grouping some monolithic color related shaders: @@ -268,17 +268,17 @@ vec3 XYZ_to_RGB(vec3 XYZ, mat3 primaries) { vec3 XYZtoYxy(vec3 XYZ) { - float XYZrgb = XYZ.r+XYZ.g+XYZ.b; - float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; - float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb; + float XYZrgb = XYZ.r+XYZ.g+XYZ.b; + float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; + float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb; return vec3(XYZ.g, Yxyg, Yxyb); } vec3 YxytoXYZ(vec3 Yxy) { - float Xs = Yxy.r * (Yxy.g/Yxy.b); + float Xs = Yxy.r * (Yxy.g/Yxy.b); 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.) : \