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https://github.com/dolphin-emu/dolphin.git
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409 lines
14 KiB
GLSL
409 lines
14 KiB
GLSL
/***** COLOR CORRECTION *****/
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// Color Space references:
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// https://www.unravel.com.au/understanding-color-spaces
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// SMPTE 170M - BT.601 (NTSC-M) -> BT.709
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mat3 from_NTSCM = transpose(mat3(
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0.939497225737661, 0.0502268452914346, 0.0102759289709032,
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0.0177558637510127, 0.965824605885027, 0.0164195303639603,
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-0.00162163209967010, -0.00437400622653655, 1.00599563832621));
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// ARIB TR-B9 (9300K+27MPCD with chromatic adaptation) (NTSC-J) -> BT.709
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mat3 from_NTSCJ = transpose(mat3(
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0.823613036967492, -0.0943227111084757, 0.00799341532931119,
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0.0289258355537324, 1.02310733489462, 0.00243547111576797,
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-0.00569501554980891, 0.0161828357559315, 1.22328453915712));
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// EBU - BT.470BG/BT.601 (PAL) -> BT.709
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mat3 from_PAL = transpose(mat3(
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1.04408168421813, -0.0440816842181253, 0.000000000000000,
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0.000000000000000, 1.00000000000000, 0.000000000000000,
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0.000000000000000, 0.0118044782106489, 0.988195521789351));
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float3 LinearTosRGBGamma(float3 color)
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{
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const float a = 0.055;
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for (int i = 0; i < 3; ++i)
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{
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float x = color[i];
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if (x <= 0.0031308)
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x = x * 12.92;
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else
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x = (1.0 + a) * pow(x, 1.0 / 2.4) - a;
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color[i] = x;
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}
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return color;
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}
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/***** COLOR SAMPLING *****/
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// Non filtered gamma corrected sample (nearest neighbor)
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float4 QuickSample(float3 uvw, float gamma)
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{
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#if 0 // Test sampling range
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const float threshold = 0.00000001;
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float2 xy = uvw.xy * GetResolution();
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// Sampling outside the valid range, draw in yellow
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if (xy.x < (0.0 - threshold) || xy.x > (GetResolution().x + threshold) || xy.y < (0.0 - threshold) || xy.y > (GetResolution().y + threshold))
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return float4(1.0, 1.0, 0.0, 1);
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// Sampling at the edges, draw in purple
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if (xy.x < 1.0 || xy.x > (GetResolution().x - 1.0) || xy.y < 1.0 || xy.y > (GetResolution().y - 1.0))
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return float4(0.5, 0, 0.5, 1);
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#endif
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float4 color = texture(samp1, uvw);
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color.rgb = pow(color.rgb, float3(gamma));
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return color;
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}
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float4 QuickSample(float2 uv, float w, float gamma)
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{
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return QuickSample(float3(uv, w), gamma);
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}
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float4 QuickSampleByPixel(float2 xy, float w, float gamma)
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{
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float3 uvw = float3(xy * GetInvResolution(), w);
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return QuickSample(uvw, gamma);
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}
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/***** Bilinear Interpolation *****/
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float4 BilinearSample(float3 uvw, float gamma)
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{
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// This emulates the (bi)linear filtering done directly from GPUs HW.
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// Note that GPUs might natively filter red green and blue differently, but we don't do it.
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// They might also use different filtering between upscaling and downscaling.
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float2 source_size = GetResolution();
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float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner
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// Find the integer and floating point parts
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float2 int_pixel = floor(pixel);
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float2 frac_pixel = fract(pixel);
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// Take 4 samples around the original uvw
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float4 c11 = QuickSampleByPixel(int_pixel + float2(0.5, 0.5), uvw.z, gamma);
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float4 c21 = QuickSampleByPixel(int_pixel + float2(1.5, 0.5), uvw.z, gamma);
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float4 c12 = QuickSampleByPixel(int_pixel + float2(0.5, 1.5), uvw.z, gamma);
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float4 c22 = QuickSampleByPixel(int_pixel + float2(1.5, 1.5), uvw.z, gamma);
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// Blend the 4 samples by their weight
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return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
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}
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/***** Bicubic Interpolation *****/
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// Formula derived from:
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// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters#Definition
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// Values from:
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// https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/#mitchell-netravali-bicubic
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// Other references:
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// https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL
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// https://github.com/ValveSoftware/gamescope/pull/740
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// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
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#define CUBIC_COEFF_GEN(B, C) \
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(mat4(/* t^0 */ ((B) / 6.0), (-(B) / 3.0 + 1.0), ((B) / 6.0), (0.0), \
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/* t^1 */ (-(B) / 2.0 - (C)), (0.0), ((B) / 2.0 + (C)), (0.0), \
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/* t^2 */ ((B) / 2.0 + 2.0 * (C)), (2.0 * (B) + (C)-3.0), \
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(-5.0 * (B) / 2.0 - 2.0 * (C) + 3.0), (-(C)), \
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/* t^3 */ (-(B) / 6.0 - (C)), (-3.0 * (B) / 2.0 - (C) + 2.0), \
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(3.0 * (B) / 2.0 + (C)-2.0), ((B) / 6.0 + (C))))
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float4 CubicCoeffs(float t, mat4 coeffs)
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{
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return coeffs * float4(1.0, t, t * t, t * t * t);
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}
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float4 CubicMix(float4 c0, float4 c1, float4 c2, float4 c3, float4 coeffs)
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{
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return c0 * coeffs[0] + c1 * coeffs[1] + c2 * coeffs[2] + c3 * coeffs[3];
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}
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// By Sam Belliveau. Public Domain license.
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// Simple 16 tap, gamma correct, implementation of bicubic filtering.
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float4 BicubicSample(float3 uvw, float gamma, mat4 coeffs)
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{
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float2 pixel = (uvw.xy * GetResolution()) - 0.5;
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float2 int_pixel = floor(pixel);
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float2 frac_pixel = fract(pixel);
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float4 c00 = QuickSampleByPixel(int_pixel + float2(-0.5, -0.5), uvw.z, gamma);
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float4 c10 = QuickSampleByPixel(int_pixel + float2(+0.5, -0.5), uvw.z, gamma);
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float4 c20 = QuickSampleByPixel(int_pixel + float2(+1.5, -0.5), uvw.z, gamma);
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float4 c30 = QuickSampleByPixel(int_pixel + float2(+2.5, -0.5), uvw.z, gamma);
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float4 c01 = QuickSampleByPixel(int_pixel + float2(-0.5, +0.5), uvw.z, gamma);
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float4 c11 = QuickSampleByPixel(int_pixel + float2(+0.5, +0.5), uvw.z, gamma);
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float4 c21 = QuickSampleByPixel(int_pixel + float2(+1.5, +0.5), uvw.z, gamma);
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float4 c31 = QuickSampleByPixel(int_pixel + float2(+2.5, +0.5), uvw.z, gamma);
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float4 c02 = QuickSampleByPixel(int_pixel + float2(-0.5, +1.5), uvw.z, gamma);
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float4 c12 = QuickSampleByPixel(int_pixel + float2(+0.5, +1.5), uvw.z, gamma);
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float4 c22 = QuickSampleByPixel(int_pixel + float2(+1.5, +1.5), uvw.z, gamma);
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float4 c32 = QuickSampleByPixel(int_pixel + float2(+2.5, +1.5), uvw.z, gamma);
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float4 c03 = QuickSampleByPixel(int_pixel + float2(-0.5, +2.5), uvw.z, gamma);
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float4 c13 = QuickSampleByPixel(int_pixel + float2(+0.5, +2.5), uvw.z, gamma);
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float4 c23 = QuickSampleByPixel(int_pixel + float2(+1.5, +2.5), uvw.z, gamma);
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float4 c33 = QuickSampleByPixel(int_pixel + float2(+2.5, +2.5), uvw.z, gamma);
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float4 cx = CubicCoeffs(frac_pixel.x, coeffs);
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float4 cy = CubicCoeffs(frac_pixel.y, coeffs);
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float4 x0 = CubicMix(c00, c10, c20, c30, cx);
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float4 x1 = CubicMix(c01, c11, c21, c31, cx);
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float4 x2 = CubicMix(c02, c12, c22, c32, cx);
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float4 x3 = CubicMix(c03, c13, c23, c33, cx);
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return CubicMix(x0, x1, x2, x3, cy);
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}
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/***** Sharp Bilinear Filtering *****/
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// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang
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// by Themaister, Public Domain license
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// Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale,
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// giving a sharper image than plain bilinear.
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float4 SharpBilinearSample(float3 uvw, float gamma)
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{
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float2 source_size = GetResolution();
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float2 inverted_source_size = GetInvResolution();
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float2 target_size = GetWindowResolution();
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float2 texel = uvw.xy * source_size;
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float2 texel_floored = floor(texel);
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float2 s = fract(texel);
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float scale = max(floor(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)), 1.f);
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float region_range = 0.5 - (0.5 / scale);
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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float2 center_dist = s - 0.5;
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float2 f = ((center_dist - clamp(center_dist, -region_range, region_range)) * scale) + 0.5;
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float2 mod_texel = texel_floored + f;
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uvw.xy = mod_texel * inverted_source_size;
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return BilinearSample(uvw, gamma);
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}
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/***** Area Sampling *****/
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// By Sam Belliveau and Filippo Tarpini. Public Domain license.
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// Effectively a more accurate sharp bilinear filter when upscaling,
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// that also works as a mathematically perfect downscale filter.
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// https://entropymine.com/imageworsener/pixelmixing/
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// https://github.com/obsproject/obs-studio/pull/1715
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// https://legacy.imagemagick.org/Usage/filter/
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float4 AreaSampling(float3 uvw, float gamma)
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{
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// Determine the sizes of the source and target images.
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float2 source_size = GetResolution();
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float2 target_size = GetWindowResolution();
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float2 inverted_target_size = GetInvWindowResolution();
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// Compute the top-left and bottom-right corners of the target pixel box.
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float2 t_beg = floor(uvw.xy * target_size);
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float2 t_end = t_beg + float2(1.0, 1.0);
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// Convert the target pixel box to source pixel box.
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float2 beg = t_beg * inverted_target_size * source_size;
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float2 end = t_end * inverted_target_size * source_size;
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// Compute the top-left and bottom-right corners of the pixel box.
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float2 f_beg = floor(beg);
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float2 f_end = floor(end);
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// Compute how much of the start and end pixels are covered horizontally & vertically.
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float area_w = 1.0 - fract(beg.x);
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float area_n = 1.0 - fract(beg.y);
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float area_e = fract(end.x);
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float area_s = fract(end.y);
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// Compute the areas of the corner pixels in the pixel box.
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float area_nw = area_n * area_w;
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float area_ne = area_n * area_e;
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float area_sw = area_s * area_w;
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float area_se = area_s * area_e;
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// Initialize the color accumulator.
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float4 avg_color = float4(0.0, 0.0, 0.0, 0.0);
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// Prevents rounding errors due to the coordinates flooring above
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const float2 offset = float2(0.5, 0.5);
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// Accumulate corner pixels.
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avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma);
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avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
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avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
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avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
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// Determine the size of the pixel box.
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int x_range = int(f_end.x - f_beg.x - 0.5);
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int y_range = int(f_end.y - f_beg.y - 0.5);
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// Workaround to compile the shader with DX11/12.
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// If this isn't done, it will complain that the loop could have too many iterations.
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// This number should be enough to guarantee downscaling from very high to very small resolutions.
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// Note that this number might be referenced in the UI.
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const int max_iterations = 16;
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// Fix up the average calculations in case we reached the upper limit
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x_range = min(x_range, max_iterations);
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y_range = min(y_range, max_iterations);
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// Accumulate top and bottom edge pixels.
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for (int ix = 0; ix < max_iterations; ++ix)
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{
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if (ix < x_range)
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{
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float x = f_beg.x + 1.0 + float(ix);
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avg_color += area_n * QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma);
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avg_color += area_s * QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma);
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}
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}
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// Accumulate left and right edge pixels and all the pixels in between.
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for (int iy = 0; iy < max_iterations; ++iy)
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{
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if (iy < y_range)
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{
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float y = f_beg.y + 1.0 + float(iy);
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avg_color += area_w * QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma);
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avg_color += area_e * QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma);
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for (int ix = 0; ix < max_iterations; ++ix)
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{
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if (ix < x_range)
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{
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float x = f_beg.x + 1.0 + float(ix);
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avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
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}
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}
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}
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}
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// Compute the area of the pixel box that was sampled.
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float area_corners = area_nw + area_ne + area_sw + area_se;
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float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
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float area_center = float(x_range) * float(y_range);
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// Return the normalized average color.
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return avg_color / (area_corners + area_edges + area_center);
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}
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/***** Main Functions *****/
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// Returns an accurate (gamma corrected) sample of a gamma space space texture.
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// Outputs in linear space for simplicity.
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float4 LinearGammaCorrectedSample(float gamma)
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{
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float3 uvw = v_tex0;
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float4 color = float4(0, 0, 0, 1);
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if (resampling_method <= 1) // Bilinear
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{
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color = BilinearSample(uvw, gamma);
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}
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else if (resampling_method == 2) // Bicubic: B-Spline
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{
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color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0, 0.0));
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}
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else if (resampling_method == 3) // Bicubic: Mitchell-Netravali
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{
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color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0 / 3.0, 1.0 / 3.0));
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}
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else if (resampling_method == 4) // Bicubic: Catmull-Rom
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{
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color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.5));
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}
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else if (resampling_method == 5) // Sharp Bilinear
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{
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color = SharpBilinearSample(uvw, gamma);
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}
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else if (resampling_method == 6) // Area Sampling
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{
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color = AreaSampling(uvw, gamma);
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}
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else if (resampling_method == 7) // Nearest Neighbor
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{
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color = QuickSample(uvw, gamma);
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}
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else if (resampling_method == 8) // Bicubic: Hermite
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{
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color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.0));
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}
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return color;
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}
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void main()
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{
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// This tries to fall back on GPU HW sampling if it can (it won't be gamma corrected).
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bool raw_resampling = resampling_method <= 0;
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bool needs_rescaling = GetResolution() != GetWindowResolution();
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bool needs_resampling = needs_rescaling && (OptionEnabled(hdr_output) || OptionEnabled(correct_gamma) || !raw_resampling);
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float4 color;
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if (needs_resampling)
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{
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// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
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// If the source and target resolutions don't match, the GPU will return a color
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// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
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// gamma neeeds to be de-applied first. This makes a big difference if colors change
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// drastically between two pixels.
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color = LinearGammaCorrectedSample(game_gamma);
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}
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else
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{
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// Default GPU HW sampling. Bilinear is identical to Nearest Neighbor if the input and output resolutions match.
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if (needs_rescaling)
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color = texture(samp0, v_tex0);
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else
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color = texture(samp1, v_tex0);
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// Convert to linear before doing any other of follow up operations.
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color.rgb = pow(color.rgb, float3(game_gamma));
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}
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if (OptionEnabled(correct_color_space))
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{
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if (game_color_space == 0)
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color.rgb = color.rgb * from_NTSCM;
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else if (game_color_space == 1)
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color.rgb = color.rgb * from_NTSCJ;
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else if (game_color_space == 2)
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color.rgb = color.rgb * from_PAL;
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}
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if (OptionEnabled(hdr_output))
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{
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float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
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color.rgb *= hdr_paper_white;
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}
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if (OptionEnabled(linear_space_output))
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{
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// Nothing to do here
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}
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// Correct the SDR gamma for sRGB (PC/Monitor) or ~2.2 (Common TV gamma)
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else if (OptionEnabled(correct_gamma))
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{
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if (OptionEnabled(sdr_display_gamma_sRGB))
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color.rgb = LinearTosRGBGamma(color.rgb);
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else
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color.rgb = pow(color.rgb, float3(1.0 / sdr_display_custom_gamma));
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}
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// Restore the original gamma without changes
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else
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{
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color.rgb = pow(color.rgb, float3(1.0 / game_gamma));
|
|
}
|
|
|
|
SetOutput(color);
|
|
}
|