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diff --git a/src/multimedia/shaders/nv12_bt2020_hlg.frag b/src/multimedia/shaders/nv12_bt2020_hlg.frag
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+#version 440
+#extension GL_GOOGLE_include_directive : enable
+
+#include "uniformbuffer.glsl"
+#include "colortransfer.glsl"
+#include "colorconvert.glsl"
+#include "hdrtonemapper.glsl"
+
+layout(location = 0) in vec2 texCoord;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 1) uniform sampler2D plane1Texture;
+layout(binding = 2) uniform sampler2D plane2Texture;
+
+// This implements support HDR video using the HLG transfer functions, see also
+// https://en.wikipedia.org/wiki/Hybrid_log–gamma
+// https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2390-6-2019-PDF-E.pdf
+// https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2100-2-201807-I!!PDF-E.pdf
+//
+// Tonemapping is done using the same algorithm as for the PQ transfer function, but we
+// operate in HLG space here.
+void main()
+{
+ float Y = texture(plane1Texture, texCoord).r;
+ vec2 UV = texture(plane2Texture, texCoord).rg;
+ // map to Rec.2020 color space
+ fragColor = vec4(Y, UV.x, UV.y, 1.);
+ fragColor = ubuf.colorMatrix * fragColor;
+
+ // tonemap
+ float y = (Y - 16./256.)*256./219.; // Video range (16...235)
+ float scale = tonemapScaleForLuminosity(y, ubuf.masteringWhite, ubuf.maxLum);
+ fragColor *= scale;
+
+ fragColor = convertHLGToLinear(fragColor, ubuf.maxLum);
+ fragColor = convertRec2020ToSRGB(fragColor);
+ fragColor *= ubuf.opacity;
+
+#ifndef QMM_OUTPUTSURFACE_LINEAR
+ fragColor = convertSRGBFromLinear(fragColor);
+#endif
+}