mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
aca330764a
Added gamma cut off values so people can adjust the gamma switch over point between equations as the standards define Refactored the parameters and broke out values to be more clear
66 lines
1.7 KiB
C
66 lines
1.7 KiB
C
#include "hdr10.h"
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// SDR Colour output spaces
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const mat3 k709_to_XYZ = mat3(
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0.412391f, 0.357584f, 0.180481f,
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0.212639f, 0.715169f, 0.072192f,
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0.019331f, 0.119195f, 0.950532f);
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const mat3 kXYZ_to_DCIP3 = mat3 (
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2.4934969119f, -0.9313836179f, -0.4027107845f,
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-0.8294889696f, 1.7626640603f, 0.0236246858f,
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0.0358458302f, -0.0761723893f, 0.9568845240f);
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float LinearTosRGB_1(const float channel)
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{
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return (channel > (HCRT_SRGB_GAMMA_CUTOFF * (1.0f / 1000.0f))) ? (1.055f * pow(channel, 1.0f / HCRT_SRGB_GAMMA_OUT)) - 0.055f : channel * 12.92f;
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}
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vec3 LinearTosRGB(const vec3 colour)
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{
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return vec3(LinearTosRGB_1(colour.r), LinearTosRGB_1(colour.g), LinearTosRGB_1(colour.b));
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}
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float LinearTo709_1(const float channel)
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{
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return (channel >= (HCRT_R709_GAMMA_CUTOFF * (1.0f / 1000.0f))) ? pow(channel * 1.099f, 1.0f / HCRT_R709_GAMMA_OUT) - 0.099f : channel * 4.5f;
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}
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vec3 LinearTo709(const vec3 colour)
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{
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return vec3(LinearTo709_1(colour.r), LinearTo709_1(colour.g), LinearTo709_1(colour.b));
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}
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float LinearToDCIP3_1(const float channel)
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{
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return pow(channel, 1.0f / HCRT_P3_GAMMA_OUT);
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}
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vec3 LinearToDCIP3(const vec3 colour)
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{
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return vec3(LinearToDCIP3_1(colour.r), LinearToDCIP3_1(colour.g), LinearToDCIP3_1(colour.b));
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}
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void GammaCorrect(const vec3 scanline_colour, inout vec3 gamma_corrected)
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{
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if(HCRT_HDR < 1.0f)
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{
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if(HCRT_OUTPUT_COLOUR_SPACE == 0.0f)
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{
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gamma_corrected = LinearTo709(scanline_colour);
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}
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else if(HCRT_OUTPUT_COLOUR_SPACE == 1.0f)
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{
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gamma_corrected = LinearTosRGB(scanline_colour);
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}
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else
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{
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gamma_corrected = LinearToDCIP3(scanline_colour);
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}
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}
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else
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{
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gamma_corrected = LinearToST2084(scanline_colour);
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}
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} |