mirror of
https://github.com/mpv-player/mpv
synced 2025-02-28 11:20:56 +00:00
Apparently this is needed for correct 3D mode subtitles. In general, it seems you need to duplicate the whole "GUI", so it's done for all OSD elements. This doesn't handle the "duplication" of the mouse pointer. Instead, the mouse can be used for the top/left field only. Also, it's possible that we should "compress" the OSD in the direction it's duplicated, but I don't know about that. Fixes #1124, at least partially.
502 lines
18 KiB
GLSL
502 lines
18 KiB
GLSL
/*
|
|
* This file is part of mpv.
|
|
*
|
|
* mpv is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* mpv is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along
|
|
* with mpv. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
* You can alternatively redistribute this file and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*/
|
|
|
|
// Note that this file is not directly passed as shader, but run through some
|
|
// text processing functions, and in fact contains multiple vertex and fragment
|
|
// shaders.
|
|
|
|
// inserted at the beginning of all shaders
|
|
#!section prelude
|
|
|
|
// GLSL 1.20 compatibility layer
|
|
// texture() should be assumed to always map to texture2D()
|
|
#if __VERSION__ >= 130
|
|
# define texture1D texture
|
|
# define texture3D texture
|
|
# define DECLARE_FRAGPARMS \
|
|
out vec4 out_color;
|
|
#else
|
|
# define texture texture2D
|
|
# define DECLARE_FRAGPARMS
|
|
# define out_color gl_FragColor
|
|
# define in varying
|
|
#endif
|
|
|
|
// Earlier GLSL doesn't support mix() with bvec
|
|
#if __VERSION__ >= 130
|
|
vec3 srgb_compand(vec3 v)
|
|
{
|
|
return mix(v * 12.92, 1.055 * pow(v, vec3(1.0/2.4)) - 0.055,
|
|
lessThanEqual(vec3(0.0031308), v));
|
|
}
|
|
|
|
vec3 bt2020_expand(vec3 v)
|
|
{
|
|
return mix(v / 4.5, pow((v + vec3(0.0993))/1.0993, vec3(1/0.45)),
|
|
lessThanEqual(vec3(0.08145), v));
|
|
}
|
|
|
|
vec3 bt2020_compand(vec3 v)
|
|
{
|
|
return mix(v * 4.5, 1.0993 * pow(v, vec3(0.45)) - vec3(0.0993),
|
|
lessThanEqual(vec3(0.0181), v));
|
|
}
|
|
#endif
|
|
|
|
#!section vertex_all
|
|
|
|
#if __VERSION__ < 130
|
|
# undef in
|
|
# define in attribute
|
|
# define out varying
|
|
#endif
|
|
|
|
uniform mat3 transform;
|
|
uniform vec3 translation;
|
|
uniform sampler3D lut_3d;
|
|
uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020
|
|
|
|
in vec2 vertex_position;
|
|
in vec4 vertex_color;
|
|
out vec4 color;
|
|
in vec2 vertex_texcoord;
|
|
out vec2 texcoord;
|
|
|
|
void main() {
|
|
vec3 position = vec3(vertex_position, 1) + translation;
|
|
#ifndef FIXED_SCALE
|
|
position = transform * position;
|
|
#endif
|
|
gl_Position = vec4(position, 1);
|
|
color = vertex_color;
|
|
|
|
// Although we are not scaling in linear light, both 3DLUT and SRGB still
|
|
// operate on linear light inputs so we have to convert to it before
|
|
// either step can be applied.
|
|
#ifdef USE_OSD_LINEAR_CONV_APPROX
|
|
color.rgb = pow(color.rgb, vec3(1.95));
|
|
#endif
|
|
#ifdef USE_OSD_LINEAR_CONV_BT2020
|
|
color.rgb = bt2020_expand(color.rgb);
|
|
#endif
|
|
#ifdef USE_OSD_CMS_MATRIX
|
|
// Convert to the right target gamut first (to BT.709 for sRGB,
|
|
// and to BT.2020 for 3DLUT). Normal clamping here as perceptually
|
|
// accurate colorimetry is probably not worth the performance trade-off
|
|
// here.
|
|
color.rgb = clamp(cms_matrix * color.rgb, 0, 1);
|
|
#endif
|
|
#ifdef USE_OSD_3DLUT
|
|
color.rgb = pow(color.rgb, vec3(1/2.4)); // linear -> 2.4 3DLUT space
|
|
color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
|
|
#endif
|
|
#ifdef USE_OSD_SRGB
|
|
color.rgb = srgb_compand(color.rgb);
|
|
#endif
|
|
|
|
texcoord = vertex_texcoord;
|
|
}
|
|
|
|
#!section frag_osd_libass
|
|
uniform sampler2D texture0;
|
|
|
|
in vec2 texcoord;
|
|
in vec4 color;
|
|
DECLARE_FRAGPARMS
|
|
|
|
void main() {
|
|
out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r);
|
|
}
|
|
|
|
#!section frag_osd_rgba
|
|
uniform sampler2D texture0;
|
|
|
|
in vec2 texcoord;
|
|
DECLARE_FRAGPARMS
|
|
|
|
void main() {
|
|
out_color = texture(texture0, texcoord);
|
|
}
|
|
|
|
#!section frag_video
|
|
uniform VIDEO_SAMPLER texture0;
|
|
uniform VIDEO_SAMPLER texture1;
|
|
uniform VIDEO_SAMPLER texture2;
|
|
uniform VIDEO_SAMPLER texture3;
|
|
uniform vec2 textures_size[4];
|
|
uniform vec2 chroma_center_offset;
|
|
uniform vec2 chroma_div;
|
|
uniform sampler1D lut_c_1d;
|
|
uniform sampler1D lut_l_1d;
|
|
uniform sampler2D lut_c_2d;
|
|
uniform sampler2D lut_l_2d;
|
|
uniform sampler3D lut_3d;
|
|
uniform sampler2D dither;
|
|
uniform mat4x3 colormatrix;
|
|
uniform mat3 cms_matrix;
|
|
uniform mat2 dither_trafo;
|
|
uniform vec3 inv_gamma;
|
|
uniform float input_gamma;
|
|
uniform float conv_gamma;
|
|
uniform float dither_quantization;
|
|
uniform float dither_center;
|
|
uniform float filter_param1_l;
|
|
uniform float filter_param1_c;
|
|
uniform vec2 dither_size;
|
|
|
|
in vec2 texcoord;
|
|
DECLARE_FRAGPARMS
|
|
|
|
#define CONV_NV12 1
|
|
#define CONV_PLANAR 2
|
|
|
|
vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
|
|
return texture(tex, texcoord);
|
|
}
|
|
|
|
#define SAMPLE_BILINEAR(p0, p1, p2) sample_bilinear(p0, p1, p2, 0)
|
|
|
|
// Explanation how bicubic scaling with only 4 texel fetches is done:
|
|
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
|
|
// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
|
|
// Explanation why this algorithm normally always blurs, even with unit scaling:
|
|
// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
|
|
// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
|
|
vec4 calcweights(float s) {
|
|
vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
|
|
t = t * s + vec4(0, 0, -0.5, 0.5);
|
|
t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
|
|
vec2 a = vec2(1, 1) / vec2(t.z, t.w);
|
|
t.xy = t.xy * a + vec2(1, 1);
|
|
t.x = t.x + s;
|
|
t.y = t.y - s;
|
|
return t;
|
|
}
|
|
|
|
vec4 sample_bicubic_fast(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
|
|
vec2 pt = 1 / texsize;
|
|
vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
|
|
vec4 parmx = calcweights(fcoord.x);
|
|
vec4 parmy = calcweights(fcoord.y);
|
|
vec4 cdelta;
|
|
cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);
|
|
cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);
|
|
// first y-interpolation
|
|
vec4 ar = texture(tex, texcoord + cdelta.xy);
|
|
vec4 ag = texture(tex, texcoord + cdelta.xw);
|
|
vec4 ab = mix(ag, ar, parmy.b);
|
|
// second y-interpolation
|
|
vec4 br = texture(tex, texcoord + cdelta.zy);
|
|
vec4 bg = texture(tex, texcoord + cdelta.zw);
|
|
vec4 aa = mix(bg, br, parmy.b);
|
|
// x-interpolation
|
|
return mix(aa, ab, parmx.b);
|
|
}
|
|
|
|
float[2] weights2(sampler1D lookup, float f) {
|
|
vec4 c = texture1D(lookup, f);
|
|
return float[2](c.r, c.g);
|
|
}
|
|
|
|
float[4] weights4(sampler1D lookup, float f) {
|
|
vec4 c = texture1D(lookup, f);
|
|
return float[4](c.r, c.g, c.b, c.a);
|
|
}
|
|
|
|
float[6] weights6(sampler2D lookup, float f) {
|
|
vec4 c1 = texture(lookup, vec2(0.25, f));
|
|
vec4 c2 = texture(lookup, vec2(0.75, f));
|
|
return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
|
|
}
|
|
|
|
float[8] weights8(sampler2D lookup, float f) {
|
|
vec4 c1 = texture(lookup, vec2(0.25, f));
|
|
vec4 c2 = texture(lookup, vec2(0.75, f));
|
|
return float[8](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a);
|
|
}
|
|
|
|
float[12] weights12(sampler2D lookup, float f) {
|
|
vec4 c1 = texture(lookup, vec2(1.0/6.0, f));
|
|
vec4 c2 = texture(lookup, vec2(0.5, f));
|
|
vec4 c3 = texture(lookup, vec2(5.0/6.0, f));
|
|
return float[12](c1.r, c1.g, c1.b, c1.a,
|
|
c2.r, c2.g, c2.b, c2.a,
|
|
c3.r, c3.g, c3.b, c3.a);
|
|
}
|
|
|
|
float[16] weights16(sampler2D lookup, float f) {
|
|
vec4 c1 = texture(lookup, vec2(0.125, f));
|
|
vec4 c2 = texture(lookup, vec2(0.375, f));
|
|
vec4 c3 = texture(lookup, vec2(0.625, f));
|
|
vec4 c4 = texture(lookup, vec2(0.875, f));
|
|
return float[16](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a,
|
|
c3.r, c3.g, c3.b, c3.a, c4.r, c4.g, c4.b, c4.a);
|
|
}
|
|
|
|
#define CONVOLUTION_SEP_N(NAME, N) \
|
|
vec4 NAME(VIDEO_SAMPLER tex, vec2 texcoord, vec2 pt, float weights[N]) {\
|
|
vec4 res = vec4(0); \
|
|
for (int n = 0; n < N; n++) { \
|
|
res += weights[n] * texture(tex, texcoord + pt * n); \
|
|
} \
|
|
return res; \
|
|
}
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep2, 2)
|
|
CONVOLUTION_SEP_N(convolution_sep4, 4)
|
|
CONVOLUTION_SEP_N(convolution_sep6, 6)
|
|
CONVOLUTION_SEP_N(convolution_sep8, 8)
|
|
CONVOLUTION_SEP_N(convolution_sep12, 12)
|
|
CONVOLUTION_SEP_N(convolution_sep16, 16)
|
|
|
|
// The dir parameter is (0, 1) or (1, 0), and we expect the shader compiler to
|
|
// remove all the redundant multiplications and additions.
|
|
#define SAMPLE_CONVOLUTION_SEP_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC)\
|
|
vec4 NAME(vec2 dir, SAMPLERT lookup, VIDEO_SAMPLER tex, vec2 texsize, \
|
|
vec2 texcoord) { \
|
|
vec2 pt = (1 / texsize) * dir; \
|
|
float fcoord = dot(fract(texcoord * texsize - 0.5), dir); \
|
|
vec2 base = texcoord - fcoord * pt; \
|
|
return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
|
|
WEIGHTS_FUNC(lookup, fcoord)); \
|
|
}
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep2, 2, sampler1D, convolution_sep2, weights2)
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep4, 4, sampler1D, convolution_sep4, weights4)
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep6, 6, sampler2D, convolution_sep6, weights6)
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep8, 8, sampler2D, convolution_sep8, weights8)
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep12, 12, sampler2D, convolution_sep12, weights12)
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep16, 16, sampler2D, convolution_sep16, weights16)
|
|
|
|
|
|
#define CONVOLUTION_N(NAME, N) \
|
|
vec4 NAME(VIDEO_SAMPLER tex, vec2 texcoord, vec2 pt, float taps_x[N], \
|
|
float taps_y[N]) { \
|
|
vec4 res = vec4(0); \
|
|
for (int y = 0; y < N; y++) { \
|
|
vec4 line = vec4(0); \
|
|
for (int x = 0; x < N; x++) \
|
|
line += taps_x[x] * texture(tex, texcoord + pt * vec2(x, y));\
|
|
res += taps_y[y] * line; \
|
|
} \
|
|
return res; \
|
|
}
|
|
|
|
CONVOLUTION_N(convolution2, 2)
|
|
CONVOLUTION_N(convolution4, 4)
|
|
CONVOLUTION_N(convolution6, 6)
|
|
CONVOLUTION_N(convolution8, 8)
|
|
CONVOLUTION_N(convolution12, 12)
|
|
CONVOLUTION_N(convolution16, 16)
|
|
|
|
#define SAMPLE_CONVOLUTION_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC) \
|
|
vec4 NAME(SAMPLERT lookup, VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) {\
|
|
vec2 pt = 1 / texsize; \
|
|
vec2 fcoord = fract(texcoord * texsize - 0.5); \
|
|
vec2 base = texcoord - fcoord * pt; \
|
|
return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
|
|
WEIGHTS_FUNC(lookup, fcoord.x), \
|
|
WEIGHTS_FUNC(lookup, fcoord.y)); \
|
|
}
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution2, 2, sampler1D, convolution2, weights2)
|
|
SAMPLE_CONVOLUTION_N(sample_convolution4, 4, sampler1D, convolution4, weights4)
|
|
SAMPLE_CONVOLUTION_N(sample_convolution6, 6, sampler2D, convolution6, weights6)
|
|
SAMPLE_CONVOLUTION_N(sample_convolution8, 8, sampler2D, convolution8, weights8)
|
|
SAMPLE_CONVOLUTION_N(sample_convolution12, 12, sampler2D, convolution12, weights12)
|
|
SAMPLE_CONVOLUTION_N(sample_convolution16, 16, sampler2D, convolution16, weights16)
|
|
|
|
|
|
// Unsharp masking
|
|
vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
|
|
vec2 pt = 1 / texsize;
|
|
vec2 st = pt * 0.5;
|
|
vec4 p = texture(tex, texcoord);
|
|
vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
|
|
+ texture(tex, texcoord + st * vec2(+1, -1))
|
|
+ texture(tex, texcoord + st * vec2(-1, +1))
|
|
+ texture(tex, texcoord + st * vec2(-1, -1));
|
|
return p + (p - 0.25 * sum) * param1;
|
|
}
|
|
|
|
vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
|
|
vec2 pt = 1 / texsize;
|
|
vec2 st1 = pt * 1.2;
|
|
vec4 p = texture(tex, texcoord);
|
|
vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
|
|
+ texture(tex, texcoord + st1 * vec2(+1, -1))
|
|
+ texture(tex, texcoord + st1 * vec2(-1, +1))
|
|
+ texture(tex, texcoord + st1 * vec2(-1, -1));
|
|
vec2 st2 = pt * 1.5;
|
|
vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
|
|
+ texture(tex, texcoord + st2 * vec2( 0, +1))
|
|
+ texture(tex, texcoord + st2 * vec2(-1, 0))
|
|
+ texture(tex, texcoord + st2 * vec2( 0, -1));
|
|
vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
|
|
return p + t * param1;
|
|
}
|
|
|
|
void main() {
|
|
vec2 chr_texcoord = texcoord;
|
|
#ifdef USE_RECTANGLE
|
|
chr_texcoord = chr_texcoord * chroma_div;
|
|
#else
|
|
// Texture coordinates are [0,1], and chroma plane coordinates are
|
|
// magically rescaled.
|
|
#endif
|
|
chr_texcoord = chr_texcoord + chroma_center_offset;
|
|
#ifndef USE_CONV
|
|
#define USE_CONV 0
|
|
#endif
|
|
#if USE_CONV == CONV_PLANAR
|
|
vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).r,
|
|
SAMPLE_C(texture1, textures_size[1], chr_texcoord).r,
|
|
SAMPLE_C(texture2, textures_size[2], chr_texcoord).r,
|
|
1.0);
|
|
#elif USE_CONV == CONV_NV12
|
|
vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).r,
|
|
SAMPLE_C(texture1, textures_size[1], chr_texcoord).rg,
|
|
1.0);
|
|
#else
|
|
vec4 acolor = SAMPLE_L(texture0, textures_size[0], texcoord);
|
|
#endif
|
|
#ifdef USE_ALPHA_PLANE
|
|
acolor.a = SAMPLE_L(texture3, textures_size[3], texcoord).r;
|
|
#endif
|
|
#ifdef USE_COLOR_SWIZZLE
|
|
acolor = acolor. USE_COLOR_SWIZZLE ;
|
|
#endif
|
|
vec3 color = acolor.rgb;
|
|
float alpha = acolor.a;
|
|
#ifdef USE_YGRAY
|
|
// NOTE: actually slightly wrong for 16 bit input video, and completely
|
|
// wrong for 9/10 bit input
|
|
color.gb = vec2(128.0/255.0);
|
|
#endif
|
|
#ifdef USE_INPUT_GAMMA
|
|
// Pre-colormatrix input gamma correction (eg. for MP_IMGFLAG_XYZ)
|
|
color = pow(color, vec3(input_gamma));
|
|
#endif
|
|
#ifdef USE_COLORMATRIX
|
|
// Conversion from Y'CbCr or other spaces to RGB
|
|
color = mat3(colormatrix) * color + colormatrix[3];
|
|
#endif
|
|
#ifdef USE_CONV_GAMMA
|
|
// Post-colormatrix converted gamma correction (eg. for MP_IMGFLAG_XYZ)
|
|
color = pow(color, vec3(conv_gamma));
|
|
#endif
|
|
#ifdef USE_CONST_LUMA
|
|
// Conversion from C'rcY'cC'bc to R'Y'cB' via the BT.2020 CL system:
|
|
// C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
|
|
// = (B'-Y'c) / 1.5816 | C'bc > 0
|
|
//
|
|
// C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
|
|
// = (R'-Y'c) / 0.9936 | C'rc > 0
|
|
//
|
|
// as per the BT.2020 specification, table 4. This is a non-linear
|
|
// transformation because (constant) luminance receives non-equal
|
|
// contributions from the three different channels.
|
|
color.br = color.br * mix(vec2(1.5816, 0.9936), vec2(1.9404, 1.7184),
|
|
lessThanEqual(color.br, vec2(0))) + color.gg;
|
|
#endif
|
|
#ifdef USE_COLORMATRIX
|
|
// Clamp down here to avoid clipping CbCr details before CONST_LUMA
|
|
// has a chance to convert them.
|
|
color = clamp(color, 0, 1);
|
|
#endif
|
|
// If we are scaling in linear light (SRGB or 3DLUT option enabled), we
|
|
// expand our source colors before scaling. This shader currently just
|
|
// assumes everything uses the BT.2020 12-bit gamma function, since the
|
|
// difference between this and BT.601, BT.709 and BT.2020 10-bit is well
|
|
// below the rounding error threshold for both 8-bit and even 10-bit
|
|
// content. It only makes a difference for 12-bit sources, so it should be
|
|
// fine to use here.
|
|
#ifdef USE_LINEAR_LIGHT_APPROX
|
|
// We differentiate between approximate BT.2020 (gamma 1.95) ...
|
|
color = pow(color, vec3(1.95));
|
|
#endif
|
|
#ifdef USE_LINEAR_LIGHT_BT2020
|
|
// ... and actual BT.2020 (two-part function)
|
|
color = bt2020_expand(color);
|
|
#endif
|
|
#ifdef USE_CONST_LUMA
|
|
// Calculate the green channel from the expanded RYcB
|
|
// The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
|
|
color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;
|
|
#endif
|
|
// Image upscaling happens roughly here
|
|
#ifdef USE_GAMMA_POW
|
|
// User-defined gamma correction factor (via the gamma sub-option)
|
|
color = pow(color, inv_gamma);
|
|
#endif
|
|
#ifdef USE_CMS_MATRIX
|
|
// Convert to the right target gamut first (to BT.709 for sRGB,
|
|
// and to BT.2020 for 3DLUT).
|
|
color = cms_matrix * color;
|
|
|
|
// Clamp to the target gamut. This clamp is needed because the gamma
|
|
// functions are not well-defined outside this range, which is related to
|
|
// the fact that they're not representable on the target device.
|
|
// TODO: Desaturate colorimetrically; this happens automatically for
|
|
// 3dlut targets but not for sRGB mode. Not sure if this is a requirement.
|
|
color = clamp(color, 0, 1);
|
|
#endif
|
|
#ifdef USE_3DLUT
|
|
// For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce
|
|
// the amount of rounding errors, so we pull up to that space first and
|
|
// then pass it through the 3D texture.
|
|
color = pow(color, vec3(1/2.4));
|
|
color = texture3D(lut_3d, color).rgb;
|
|
#endif
|
|
#ifdef USE_SRGB
|
|
// Adapt and compand from the linear BT2020 source to the sRGB output
|
|
color = srgb_compand(color);
|
|
#endif
|
|
// If none of these options took care of companding again, we have to do
|
|
// it manually here for the previously-expanded channels. This again
|
|
// comes in two flavours, one for the approximate gamma system and one
|
|
// for the actual gamma system.
|
|
#ifdef USE_CONST_LUMA_INV_APPROX
|
|
color = pow(color, vec3(1/1.95));
|
|
#endif
|
|
#ifdef USE_CONST_LUMA_INV_BT2020
|
|
color = bt2020_compand(color);
|
|
#endif
|
|
#ifdef USE_DITHER
|
|
vec2 dither_pos = gl_FragCoord.xy / dither_size;
|
|
#ifdef USE_TEMPORAL_DITHER
|
|
dither_pos = dither_trafo * dither_pos;
|
|
#endif
|
|
float dither_value = texture(dither, dither_pos).r;
|
|
color = floor(color * dither_quantization + dither_value + dither_center) /
|
|
dither_quantization;
|
|
#endif
|
|
#ifdef USE_ALPHA_BLEND
|
|
color = color * alpha;
|
|
#endif
|
|
#ifdef USE_ALPHA
|
|
out_color = vec4(color, alpha);
|
|
#else
|
|
out_color = vec4(color, 1.0);
|
|
#endif
|
|
}
|