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https://github.com/italicsjenga/slang-shaders.git
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165 lines
6.7 KiB
C
165 lines
6.7 KiB
C
#ifndef GAMMA_MANAGEMENT_H
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#define GAMMA_MANAGEMENT_H
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/////////////////////////////// BASE CONSTANTS ///////////////////////////////
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// Set standard gamma constants, but allow users to override them:
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#ifndef OVERRIDE_STANDARD_GAMMA
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// Standard encoding gammas:
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const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
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const float pal_gamma = 2.8; // Never actually 2.8 in practice
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// Typical device decoding gammas (only use for emulating devices):
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// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
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// gammas: The standards purposely undercorrected for an analog CRT's
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// assumed 2.5 reference display gamma to maintain contrast in assumed
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// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
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// These unstated assumptions about display gamma and perceptual rendering
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// intent caused a lot of confusion, and more modern CRT's seemed to target
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// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
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// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
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// displays designed to view sRGB in bright environments. (Standards are
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// also in flux again with BT.1886, but it's underspecified for displays.)
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const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
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const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
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const float lcd_reference_gamma = 2.5; // To match CRT
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const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
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const float lcd_office_gamma = 2.2; // Approximates sRGB
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#endif // OVERRIDE_STANDARD_GAMMA
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// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
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// but only if they're aware of it.
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#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
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bool assume_opaque_alpha = false;
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#endif
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/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
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// gamma-management.h should be compatible with overriding gamma values with
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// runtime user parameters, but we can only define other global constants in
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// terms of static constants, not uniform user parameters. To get around this
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// limitation, we need to define derived constants using functions.
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// Set device gamma constants, but allow users to override them:
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#ifdef OVERRIDE_DEVICE_GAMMA
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// The user promises to globally define the appropriate constants:
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float get_crt_gamma() { return crt_gamma; }
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float get_gba_gamma() { return gba_gamma; }
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float get_lcd_gamma() { return lcd_gamma; }
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#else
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float get_crt_gamma() { return crt_reference_gamma_high; }
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float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
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float get_lcd_gamma() { return lcd_office_gamma; }
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#endif // OVERRIDE_DEVICE_GAMMA
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// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
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#ifdef OVERRIDE_FINAL_GAMMA
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// The user promises to globally define the appropriate constants:
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float get_intermediate_gamma() { return intermediate_gamma; }
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float get_input_gamma() { return input_gamma; }
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float get_output_gamma() { return output_gamma; }
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#else
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// If we gamma-correct every pass, always use ntsc_gamma between passes to
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// ensure middle passes don't need to care if anything is being simulated:
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float get_intermediate_gamma() { return ntsc_gamma; }
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#ifdef SIMULATE_CRT_ON_LCD
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float get_input_gamma() { return get_crt_gamma(); }
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float get_output_gamma() { return get_lcd_gamma(); }
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#else
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#ifdef SIMULATE_GBA_ON_LCD
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float get_input_gamma() { return get_gba_gamma(); }
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float get_output_gamma() { return get_lcd_gamma(); }
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#else
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#ifdef SIMULATE_LCD_ON_CRT
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float get_input_gamma() { return get_lcd_gamma(); }
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float get_output_gamma() { return get_crt_gamma(); }
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#else
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#ifdef SIMULATE_GBA_ON_CRT
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float get_input_gamma() { return get_gba_gamma(); }
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float get_output_gamma() { return get_crt_gamma(); }
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#else // Don't simulate anything:
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float get_input_gamma() { return ntsc_gamma; }
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float get_output_gamma() { return ntsc_gamma; }
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#endif // SIMULATE_GBA_ON_CRT
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#endif // SIMULATE_LCD_ON_CRT
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#endif // SIMULATE_GBA_ON_LCD
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#endif // SIMULATE_CRT_ON_LCD
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#endif // OVERRIDE_FINAL_GAMMA
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#ifndef GAMMA_ENCODE_EVERY_FBO
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#ifdef FIRST_PASS
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bool linearize_input = true;
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float get_pass_input_gamma() { return get_input_gamma(); }
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#else
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bool linearize_input = false;
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float get_pass_input_gamma() { return 1.0; }
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#endif
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#ifdef LAST_PASS
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bool gamma_encode_output = true;
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float get_pass_output_gamma() { return get_output_gamma(); }
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#else
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bool gamma_encode_output = false;
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float get_pass_output_gamma() { return 1.0; }
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#endif
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#else
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bool linearize_input = true;
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bool gamma_encode_output = true;
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#ifdef FIRST_PASS
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float get_pass_input_gamma() { return get_input_gamma(); }
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#else
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float get_pass_input_gamma() { return get_intermediate_gamma(); }
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#endif
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#ifdef LAST_PASS
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float get_pass_output_gamma() { return get_output_gamma(); }
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#else
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float get_pass_output_gamma() { return get_intermediate_gamma(); }
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#endif
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#endif
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vec4 decode_input(const vec4 color)
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{
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if(linearize_input = true)
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{
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if(assume_opaque_alpha = true)
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{
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return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), 1.0);
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}
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else
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{
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return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), color.a);
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}
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}
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else
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{
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return color;
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}
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}
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vec4 encode_output(const vec4 color)
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{
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if(gamma_encode_output = true)
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{
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if(assume_opaque_alpha = true)
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{
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return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), 1.0);
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}
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else
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{
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return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), color.a);
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}
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}
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else
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{
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return color;
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}
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}
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#define tex2D_linearize(C, D) decode_input(vec4(texture(C, D)))
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//vec4 tex2D_linearize(const sampler2D tex, const vec2 tex_coords)
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//{ return decode_input(vec4(texture(tex, tex_coords))); }
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//#define tex2D_linearize(C, D, E) decode_input(vec4(texture(C, D, E)))
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//vec4 tex2D_linearize(const sampler2D tex, const vec2 tex_coords, const int texel_off)
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//{ return decode_input(vec4(texture(tex, tex_coords, texel_off))); }
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#endif // GAMMA_MANAGEMENT_H
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