diff options
Diffstat (limited to 'src/multimedia/shaders/nv12_bt2020_hlg.frag')
-rw-r--r-- | src/multimedia/shaders/nv12_bt2020_hlg.frag | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/src/multimedia/shaders/nv12_bt2020_hlg.frag b/src/multimedia/shaders/nv12_bt2020_hlg.frag new file mode 100644 index 000000000..25560c9b7 --- /dev/null +++ b/src/multimedia/shaders/nv12_bt2020_hlg.frag @@ -0,0 +1,42 @@ +#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 +} |