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https://github.com/mpv-player/mpv
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3fe882d4ae
Instead of desaturating towards luma, we desaturate towards the per-channel tone mapped version. This essentially proves a smooth roll-off towards the "hollywood"-style (non-chromatic) tone mapping algorithm, which works better for bright content, while continuing to use the "linear" style (chromatic) tone mapping algorithm for primarily in-gamut content. We also split up the desaturation algorithm into strength and exponent, which allows users to use less aggressive desaturation settings without affecting the overall curve.
53 lines
2.1 KiB
C
53 lines
2.1 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MP_GL_VIDEO_SHADERS_H
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#define MP_GL_VIDEO_SHADERS_H
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#include <libavutil/lfg.h>
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#include "utils.h"
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#include "video.h"
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extern const struct deband_opts deband_opts_def;
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extern const struct m_sub_options deband_conf;
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void sampler_prelude(struct gl_shader_cache *sc, int tex_num);
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void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler,
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int d_x, int d_y);
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void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler,
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int components, bool sup_gather);
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void pass_compute_polar(struct gl_shader_cache *sc, struct scaler *scaler,
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int components, int bw, int bh, int iw, int ih);
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void pass_sample_bicubic_fast(struct gl_shader_cache *sc);
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void pass_sample_oversample(struct gl_shader_cache *sc, struct scaler *scaler,
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int w, int h);
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void pass_linearize(struct gl_shader_cache *sc, enum mp_csp_trc trc);
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void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc);
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void pass_color_map(struct gl_shader_cache *sc, bool is_linear,
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struct mp_colorspace src, struct mp_colorspace dst,
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const struct gl_tone_map_opts *opts);
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void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
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AVLFG *lfg, enum mp_csp_trc trc);
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void pass_sample_unsharp(struct gl_shader_cache *sc, float param);
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#endif
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