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Diffstat (limited to 'src/multimedia/shaders/nv12_bt2020_pq.frag')
-rw-r--r-- | src/multimedia/shaders/nv12_bt2020_pq.frag | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/src/multimedia/shaders/nv12_bt2020_pq.frag b/src/multimedia/shaders/nv12_bt2020_pq.frag new file mode 100644 index 000000000..96aef068e --- /dev/null +++ b/src/multimedia/shaders/nv12_bt2020_pq.frag @@ -0,0 +1,48 @@ +#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 uses the PQ transfer function, see also https://en.wikipedia.org/wiki/Perceptual_quantizer +// or https://ieeexplore.ieee.org/document/7291452 +// +// Tonemapping into the RGB range supported by the output is done using +// https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2390-6-2019-PDF-E.pdf, section 5.4 +// +// masteringWhite in PQ values, not in linear. maxOutLum as defined in the doc above +// we assume that masteringBlack == 0, and minLum == 0 to simplify the calculations +// +// The calculation calculates a new luminosity in non linear space and scales the UV +// components before linearizing. This corresponds to option (2) at the end of section 5.4. +// This option was chosen as it keeps the colors correct while as well as being computationally +// cheapest. +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 = convertPQToLinear(fragColor); + fragColor = convertRec2020ToSRGB(fragColor); + fragColor *= ubuf.opacity; + +#ifndef QMM_OUTPUTSURFACE_LINEAR + fragColor = convertSRGBFromLinear(fragColor); +#endif +} |