slang-shaders/hdr/shaders/inverse_tonemap.slang
2022-01-01 21:56:55 +00:00

88 lines
2.9 KiB
Plaintext

#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" 3.75 0.0 10.0 0.01
#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 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);
}