/* * Copyright 2011-2022 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include uniform vec4 u_params0; #define u_textureLod u_params0.x #define u_textureLayer u_params0.y #define u_inLinear u_params0.z #define u_ev u_params0.w uniform vec4 u_params1; #define u_outputFormat u_params1.x #define u_sdrWhiteNits u_params1.y vec3 toLinear(vec3 _rgb) { return pow(abs(_rgb), vec3_splat(2.2) ); } vec3 toGamma(vec3 _rgb) { return pow(abs(_rgb), vec3_splat(1.0/2.2) ); } vec3 applyExposure(vec3 _rgb) { vec3 rgb = mix(toLinear(_rgb.xyz), _rgb.xyz, u_inLinear); return (rgb * pow(2.0, u_ev) ); } vec4 toEv(vec4 _color) { return vec4(toGamma(applyExposure(_color.xyz) ), _color.w); } float toSrgbGamma(float _val) { if (_val <= 0.0031308) { return 12.92 * _val; } else { return 1.055 * pow(_val, (1.0/2.4) ) - 0.055; } } vec3 toSrgbGamma(vec3 _rgb) { _rgb.x = toSrgbGamma(_rgb.x); _rgb.y = toSrgbGamma(_rgb.y); _rgb.z = toSrgbGamma(_rgb.z); return _rgb; } vec3 toXyzFromSrgb(vec3 _rgb) { mat3 toXYZ = mat3( 0.4125564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041 ); return mul(toXYZ, _rgb); } vec3 toRec2020FromXyz(vec3 _xyz) { mat3 toRec2020 = mat3( 1.7166512, -0.3556708, -0.2533663, -0.6666844, 1.6164812, 0.0157685, 0.0176399, -0.0427706, 0.9421031 ); return mul(toRec2020, _xyz); } vec3 toPqOetf(vec3 _color) { // reference PQ OETF will yield reference OOTF when // displayed on a reference monitor employing EOTF float m1 = 0.1593017578125; float m2 = 78.84375; float c1 = 0.8359375; float c2 = 18.8515625; float c3 = 18.6875; vec3 Ym1 = pow(_color.xyz * (1.0/10000.0), vec3_splat(m1) ); _color = pow((c1 + c2*Ym1) / (vec3_splat(1.0) + c3*Ym1), vec3_splat(m2) ); return _color; } vec4 toOutput(vec4 _color, float _outputFormat, float _sdrWhiteNits) { // assumed that _color is linear with sRGB/rec709 primaries // and 1.0 is SDR white point vec3 outColor = vec3_splat(0.0); if (_outputFormat < 0.5) { // output == 0 -> sRGB/rec709, apply gamma // values over 1.0 will saturate outColor = toSrgbGamma(saturate(_color.xyz)); } else if (_outputFormat < 1.5) { // output == 1 -> scRGB, remains linear. // values over 1.0 will appear as HDR outColor = _color.xyz; } else if (_outputFormat < 2.5) { // output == 2 -> PQ // change primaries from sRGB/rec709 to rec2020 vec3 _xyz = toXyzFromSrgb(_color.xyz); outColor = toRec2020FromXyz(_xyz); // if 1.0 is SDR white, should map to 80 nits // but that could lead to dim results as SDR // monitors tend to be brighter than standard outColor = toPqOetf(outColor * _sdrWhiteNits); } return vec4(outColor, _color.w); }