dolphin/Data/Sys/Shaders/PerceptualHDR.glsl

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2024-03-10 08:25:20 +01:00
/*
[configuration]
[OptionRangeFloat]
GUIName = Amplificiation
OptionName = AMPLIFICATION
MinValue = 1.0
MaxValue = 6.0
StepAmount = 0.25
DefaultValue = 2.5
[OptionRangeFloat]
GUIName = Desaturation
OptionName = DESATURATION
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.1
DefaultValue = 0.0
[/configuration]
*/
/***** Linear <--> Oklab *****/
const mat4 RGBtoLMS = mat4(
0.4122214708, 0.2119034982, 0.0883024619, 0.0000000000,
0.5363325363, 0.6806995451, 0.2817188376, 0.0000000000,
0.0514459929, 0.1073969566, 0.6299787005, 0.0000000000,
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
const mat4 LMStoOklab = mat4(
0.2104542553, 1.9779984951, 0.0259040371, 0.0000000000,
0.7936177850, -2.4285922050, 0.7827717662, 0.0000000000,
-0.0040720468, 0.4505937099, -0.8086757660, 0.0000000000,
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
float4 LinearRGBToOklab(float4 c)
{
return LMStoOklab * pow(RGBtoLMS * c, float4(1.0 / 3.0));
}
const mat4 OklabtoLMS = mat4(
1.0000000000, 1.0000000000, 1.0000000000, 0.0000000000,
0.3963377774, -0.1055613458, -0.0894841775, 0.0000000000,
0.2158037573, -0.0638541728, -1.2914855480, 0.0000000000,
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
const mat4 LMStoRGB = mat4(
4.0767416621, -1.2684380046, -0.0041960863, 0.0000000000,
-3.3077115913, 2.6097574011, -0.7034186147, 0.0000000000,
0.2309699292, -0.3413193965, 1.7076147010, 0.0000000000,
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
float4 OklabToLinearRGB(float4 c)
{
return max(LMStoRGB * pow(OklabtoLMS * c, float4(3.0)), 0.0);
}
void main()
{
float4 color = Sample();
// Nothing to do here, we are in SDR
if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) {
SetOutput(color);
return;
}
// Renormalize Color to be in SDR Space
const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
color.rgb /= hdr_paper_white;
// Convert Color to Oklab (previous conditions garuntee color is linear)
float4 oklab_color = LinearRGBToOklab(color);
// Amount to raise hdr_paper_white to the power of.
// We divide by 3 because Oklab is a cubic space, this accounts for that.
float lum_pow = pow(oklab_color.x, 1.0) / 3.0;
float sat_pow = pow(oklab_color.x, DESATURATION) / 3.0;
// The reason we raise hdr_paper_white to a power is so that at low
// luminosities, very little about the colors / brightnesses change.
// However at luminosities of 1.0, the colors and brightnesses are
// able to reach the full range of hdr_paper_white.
// This is the key to PerceptualHDR working.
oklab_color.x *= pow(AMPLIFICATION, lum_pow);
oklab_color.z *= pow(AMPLIFICATION, sat_pow);
oklab_color.y *= pow(AMPLIFICATION, sat_pow);
SetOutput(hdr_paper_white * OklabToLinearRGB(oklab_color));
}