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diff --git a/src/multimedia/shaders/nv12_bt2020_pq.frag b/src/multimedia/shaders/nv12_bt2020_pq.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 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
+}