#version 450 /* Part of the crt-sony-pvm-4k-hdr shader group. Does the exact same thing as RetroArch does internally to inverse tonemap from a SDR image to HDR. This is used to do this mapping BEFORE screen effects are applied. Originally part of the crt\crt-sony-pvm-4k-hdr.slangp but can be used for any shader */ #pragma format R16G16B16A16_SFLOAT layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float Contrast; float PaperWhiteNits; float MaxNits; } params; #pragma parameter Contrast "Contrast" 5.0 0.0 10.0 0.01 #pragma parameter PaperWhiteNits "Paper White Luminance" 400.0 0.0 10000.0 10.0 #pragma parameter MaxNits "Peak Luminance" 700.0 0.0 10000.0 10.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define kMaxNitsFor2084 10000.0f #define kEpsilon 0.0001f #define kLumaChannelRatio 0.25f vec3 InverseTonemap(vec3 sdr) { sdr = pow(abs(sdr), vec3(params.Contrast / 2.2f)); /* Display Gamma - needs to be determined by calibration screen */ float luma = dot(sdr, vec3(0.2126, 0.7152, 0.0722)); /* Rec BT.709 luma coefficients - https://en.wikipedia.org/wiki/Luma_(video) */ /* Inverse reinhard tonemap */ float maxValue = (params.MaxNits / params.PaperWhiteNits) + kEpsilon; float elbow = maxValue / (maxValue - 1.0f); float offset = 1.0f - ((0.5f * elbow) / (elbow - 0.5f)); float hdrLumaInvTonemap = offset + ((luma * elbow) / (elbow - luma)); float sdrLumaInvTonemap = luma / ((1.0f + kEpsilon) - luma); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */ float lumaInvTonemap = (luma > 0.5f) ? hdrLumaInvTonemap : sdrLumaInvTonemap; vec3 perLuma = sdr / (luma + kEpsilon) * lumaInvTonemap; vec3 hdrInvTonemap = offset + ((sdr * elbow) / (elbow - sdr)); vec3 sdrInvTonemap = sdr / ((1.0f + kEpsilon) - sdr); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */ vec3 perChannel = vec3(sdr.x > 0.5f ? hdrInvTonemap.x : sdrInvTonemap.x, sdr.y > 0.5f ? hdrInvTonemap.y : sdrInvTonemap.y, sdr.z > 0.5f ? hdrInvTonemap.z : sdrInvTonemap.z); vec3 hdr = mix(perLuma, perChannel, vec3(kLumaChannelRatio)); return hdr; } void main() { vec4 sdr = texture(Source, vTexCoord); FragColor = vec4(InverseTonemap(sdr.rgb), sdr.a); }