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-rw-r--r--src/multimedia/shaders/colortransfer.glsl118
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diff --git a/src/multimedia/shaders/colortransfer.glsl b/src/multimedia/shaders/colortransfer.glsl
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+#ifndef PERCEPTUAL_QUANTIZER
+#define PERCEPTUAL_QUANTIZER
+
+// Convert Rec.709 to linear
+vec4 convertRec709ToLinear(vec4 rgba)
+{
+ const vec4 alphaMinusOne = vec4(0.099, 0.099, 0.099, 0);
+ const vec4 alpha = alphaMinusOne + 1.;
+ bvec4 cutoff = lessThan(rgba, vec4(0.081));
+ vec4 high = pow((rgba + alphaMinusOne)/alpha, vec4(1./0.45));
+ vec4 low = rgba/4.5;
+ return mix(high, low, cutoff);
+}
+
+vec4 convertSRGBToLinear(vec4 sRGB)
+{
+ // https://en.wikipedia.org/wiki/SRGB
+ const bvec3 cutoff = lessThanEqual(sRGB.rgb, vec3(0.04045));
+ const vec3 low = sRGB.rgb / 12.92;
+ const vec3 high = pow((sRGB.rgb + 0.055) / 1.055, vec3(2.4));
+ vec3 linear = mix(high, low, cutoff);
+ return vec4(linear, sRGB.a);
+}
+
+vec4 convertSRGBFromLinear(vec4 linear)
+{
+ // https://en.wikipedia.org/wiki/SRGB
+ const bvec3 cutoff = lessThanEqual(linear.rgb, vec3(0.0031308));
+ const vec3 low = linear.rgb * 12.92;
+ const vec3 high = 1.055 * pow(linear.rgb, vec3(1.0 / 2.4f)) - 0.055;
+ vec3 sRGB = mix(high, low, cutoff);
+ return vec4(sRGB, linear.a);
+}
+
+// This uses the PQ transfer function, see also https://en.wikipedia.org/wiki/Perceptual_quantizer
+// or https://ieeexplore.ieee.org/document/7291452
+const float SDR_LEVEL = 100.;
+
+vec4 convertPQToLinear(vec4 rgba)
+{
+ const vec4 one_over_m1 = vec4(8192./1305.);
+ const vec4 one_over_m2 = vec4(32./2523.);
+ const float c1 = 107./128.;
+ const float c2 = 2413./128;
+ const float c3 = 2392./128.;
+
+ vec4 e = pow(rgba, one_over_m2);
+ vec4 num = max(e - c1, 0);
+ vec4 den = c2 - c3*e;
+ return pow(num/den, one_over_m1)*10000./SDR_LEVEL;
+}
+
+vec4 convertPQFromLinear(vec4 rgba)
+{
+ const float m1 = float(1305./8192.);
+ const float m2 = float(2523./32.);
+ const float c1 = 107./128.;
+ const float c2 = 2413./128;
+ const float c3 = 2392./128.;
+
+ rgba *= SDR_LEVEL/10000.;
+ vec4 p = pow(rgba, vec4(m1));
+ vec4 num = c1 + c2*p;
+ vec4 den = 1. + c3*p;
+ return pow(num/den, vec4(m2));
+}
+
+float convertPQToLinear(float sig)
+{
+ const float one_over_m1 = float(8192./1305.);
+ const float one_over_m2 = float(32./2523.);
+ const float c1 = 107./128.;
+ const float c2 = 2413./128;
+ const float c3 = 2392./128.;
+
+ float e = pow(sig, one_over_m2);
+ float num = max(e - c1, 0);
+ float den = c2 - c3*e;
+ return pow(num/den, one_over_m1)*10000./SDR_LEVEL;
+}
+
+float convertPQFromLinear(float sig)
+{
+ const float m1 = float(1305./8192.);
+ const float m2 = float(2523./32.);
+ const float c1 = 107./128.;
+ const float c2 = 2413./128;
+ const float c3 = 2392./128.;
+
+ sig *= SDR_LEVEL/10000.;
+ float p = pow(sig, m1);
+ float num = c1 + c2*p;
+ float den = 1. + c3*p;
+ return pow(num/den, m2);
+}
+
+// This implements support for HLG transfer functions, see also https://en.wikipedia.org/wiki/Hybrid_log–gamma
+
+
+vec4 convertHLGToLinear(vec4 rgba, float maxLum)
+{
+ const float a = 0.17883277;
+ const float b = 0.28466892; // = 1 - 4a
+ const float c = 0.55991073; // = 0.5 - a ln(4a)
+
+ bvec4 cutoff = lessThan(rgba, vec4(0.5));
+ vec4 low = rgba*rgba/3;
+ vec4 high = (exp((rgba - c)/a) + b)/12.;
+ rgba = mix(high, low, cutoff);
+
+ float lum = dot(rgba, vec4(0.2627, 0.6780, 0.0593, 0.));
+ float y = pow(lum, 0.2); // gamma-1 with gamma = 1.2
+
+ rgba *= y*maxLum;
+ return rgba;
+}
+
+#endif