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vo_gpu: don't tone-map for pure gamut reductions
Based on testing with real-world non-HDR BT.2020 clips, clipping the color space looks better than attempting to gamut map using a tone mapping shader that's (by now) optimized for HDR content. If anything, we'd have to develop a separate gamut mapping shader that works in LCh space.
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@ -797,9 +797,6 @@ void pass_color_map(struct gl_shader_cache *sc,
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mp_get_cms_matrix(csp_src, csp_dst, MP_INTENT_RELATIVE_COLORIMETRIC, m);
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gl_sc_uniform_mat3(sc, "cms_matrix", true, &m[0][0]);
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GLSL(color.rgb = cms_matrix * color.rgb;)
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// Since this can reduce the gamut, figure out by how much
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for (int c = 0; c < 3; c++)
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src.sig_peak = MPMAX(src.sig_peak, m[c][c]);
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}
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// Tone map to prevent clipping when the source signal peak exceeds the
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