mirror of
https://github.com/dolphin-emu/dolphin.git
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130 lines
3.5 KiB
GLSL
130 lines
3.5 KiB
GLSL
/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Amplificiation
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OptionName = AMPLIFICATION
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MinValue = 1.0
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MaxValue = 6.0
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StepAmount = 0.25
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DefaultValue = 2.5
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[/configuration]
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*/
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// ICtCP Colorspace as defined by Dolby here:
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// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
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/***** Transfer Function *****/
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const float a = 0.17883277;
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const float b = 1.0 - 4.0 * a;
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const float c = 0.5 - a * log(4.0 * a);
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float HLG_f(float x)
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{
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if (x < 0.0) {
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return 0.0;
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}
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else if (x < 1.0 / 12.0) {
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return sqrt(3.0 * x);
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}
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return a * log(12.0 * x - b) + c;
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}
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float HLG_inv_f(float x)
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{
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if (x < 0.0) {
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return 0.0;
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}
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else if (x < 1.0 / 2.0) {
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return x * x / 3.0;
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}
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return (exp((x - c) / a) + b) / 12.0;
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}
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float4 HLG(float4 lms)
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{
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return float4(HLG_f(lms.x), HLG_f(lms.y), HLG_f(lms.z), lms.w);
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}
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float4 HLG_inv(float4 lms)
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{
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return float4(HLG_inv_f(lms.x), HLG_inv_f(lms.y), HLG_inv_f(lms.z), lms.w);
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}
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/***** Linear <--> ICtCp *****/
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const mat4 RGBtoLMS = mat4(
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1688.0, 683.0, 99.0, 0.0,
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2146.0, 2951.0, 309.0, 0.0,
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262.0, 462.0, 3688.0, 0.0,
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0.0, 0.0, 0.0, 4096.0)
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/ 4096.0;
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const mat4 LMStoICtCp = mat4(
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+2048.0, +3625.0, +9500.0, 0.0,
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+2048.0, -7465.0, -9212.0, 0.0,
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+0.0, +3840.0, -288.0, 0.0,
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+0.0, +0.0, +0.0, 4096.0)
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/ 4096.0;
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float4 LinearRGBToICtCP(float4 c)
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{
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return LMStoICtCp * HLG(RGBtoLMS * c);
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}
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/***** ICtCp <--> Linear *****/
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mat4 ICtCptoLMS = inverse(LMStoICtCp);
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mat4 LMStoRGB = inverse(RGBtoLMS);
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float4 ICtCpToLinearRGB(float4 c)
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{
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return LMStoRGB * HLG_inv(ICtCptoLMS * c);
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}
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void main()
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{
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float4 color = Sample();
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// Nothing to do here, we are in SDR
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if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) {
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SetOutput(color);
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return;
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}
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// Renormalize Color to be in [0.0 - 1.0] SDR Space. We will revert this later.
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const 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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// Convert Color to Perceptual Color Space. This will allow us to do perceptual
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// scaling while also being able to use the luminance channel.
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float4 ictcp_color = LinearRGBToICtCP(color);
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// Scale the color in perceptual space depending on the percieved luminance.
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//
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// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
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// color will appear to be unchanged. This is important as we don't want to
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// over expose dark colors which would not have otherwise been seen.
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//
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// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
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// which is equivilant to scaling the color by AMPLIFICATION. This is
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// important as we want to get the most out of the display, and we want to
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// get bright colors to hit their target brightness.
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//
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// For more information, see this desmos demonstrating this scaling process:
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// https://www.desmos.com/calculator/syjyrjsj5c
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float exposure = length(ictcp_color.xyz);
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ictcp_color *= pow(HLG_f(AMPLIFICATION), exposure);
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// Convert back to Linear RGB and output the color to the display.
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// We use hdr_paper_white to renormalize the color to the comfortable
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// SDR viewing range.
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SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
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}
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