mirror of https://github.com/mpv-player/mpv
537 lines
20 KiB
GLSL
537 lines
20 KiB
GLSL
/*
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with mpv. If not, see <http://www.gnu.org/licenses/>.
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*
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* You can alternatively redistribute this file 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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// Note that this file is not directly passed as shader, but run through some
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// text processing functions, and in fact contains multiple vertex and fragment
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// shaders.
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// inserted at the beginning of all shaders
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#!section prelude
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#ifdef GL_ES
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precision mediump float;
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#endif
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// GLSL 1.20 compatibility layer
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// texture() should be assumed to always map to texture2D()
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#if __VERSION__ >= 130
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# define texture1D texture
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# define texture3D texture
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# define DECLARE_FRAGPARMS \
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out vec4 out_color;
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#else
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# define texture texture2D
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# define DECLARE_FRAGPARMS
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# define out_color gl_FragColor
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# define in varying
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#endif
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#if HAVE_RG
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#define RG rg
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#else
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#define RG ra
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#endif
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// Earlier GLSL doesn't support mix() with bvec
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#if __VERSION__ >= 130
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vec3 srgb_expand(vec3 v)
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{
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return mix(v / vec3(12.92), pow((v + vec3(0.055))/vec3(1.055), vec3(2.4)),
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lessThanEqual(vec3(0.04045), v));
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}
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vec3 srgb_compand(vec3 v)
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{
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return mix(v * vec3(12.92), vec3(1.055) * pow(v, vec3(1.0/2.4)) - vec3(0.055),
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lessThanEqual(vec3(0.0031308), v));
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}
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vec3 bt2020_expand(vec3 v)
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{
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return mix(v / vec3(4.5), pow((v + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)),
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lessThanEqual(vec3(0.08145), v));
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}
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vec3 bt2020_compand(vec3 v)
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{
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return mix(v * vec3(4.5), vec3(1.0993) * pow(v, vec3(0.45)) - vec3(0.0993),
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lessThanEqual(vec3(0.0181), v));
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}
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#endif
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#!section vertex_all
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#if __VERSION__ < 130
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# undef in
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# define in attribute
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# define out varying
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#endif
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uniform mat3 transform;
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uniform vec3 translation;
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#if HAVE_3DTEX
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uniform sampler3D lut_3d;
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#endif
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uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020
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in vec2 vertex_position;
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in vec4 vertex_color;
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out vec4 color;
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in vec2 vertex_texcoord;
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out vec2 texcoord;
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void main() {
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vec3 position = vec3(vertex_position, 1) + translation;
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#ifndef FIXED_SCALE
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position = transform * position;
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#endif
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gl_Position = vec4(position, 1);
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color = vertex_color;
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// Although we are not scaling in linear light, both 3DLUT and SRGB still
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// operate on linear light inputs so we have to convert to it before
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// either step can be applied.
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#ifdef USE_OSD_LINEAR_CONV_BT1886
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color.rgb = pow(color.rgb, vec3(1.961));
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#endif
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#ifdef USE_OSD_LINEAR_CONV_SRGB
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color.rgb = srgb_expand(color.rgb);
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#endif
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#ifdef USE_OSD_CMS_MATRIX
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// Convert to the right target gamut first (to BT.709 for sRGB,
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// and to BT.2020 for 3DLUT). Normal clamping here as perceptually
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// accurate colorimetry is probably not worth the performance trade-off
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// here.
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color.rgb = clamp(cms_matrix * color.rgb, 0.0, 1.0);
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#endif
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#ifdef USE_OSD_3DLUT
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color.rgb = pow(color.rgb, vec3(1.0/2.4)); // linear -> 2.4 3DLUT space
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color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
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#endif
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#ifdef USE_OSD_SRGB
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color.rgb = srgb_compand(color.rgb);
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#endif
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texcoord = vertex_texcoord;
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}
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#!section frag_osd_libass
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uniform sampler2D texture0;
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in vec2 texcoord;
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in vec4 color;
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DECLARE_FRAGPARMS
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void main() {
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out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r);
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}
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#!section frag_osd_rgba
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uniform sampler2D texture0;
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in vec2 texcoord;
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DECLARE_FRAGPARMS
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void main() {
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out_color = texture(texture0, texcoord).bgra;
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}
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#!section frag_video
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uniform VIDEO_SAMPLER texture0;
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uniform VIDEO_SAMPLER texture1;
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uniform VIDEO_SAMPLER texture2;
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uniform VIDEO_SAMPLER texture3;
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uniform vec2 textures_size[4];
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uniform vec2 chroma_center_offset;
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uniform vec2 chroma_div;
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uniform vec2 chroma_fix;
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uniform sampler2D lut_2d_c;
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uniform sampler2D lut_2d_l;
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#if HAVE_1DTEX
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uniform sampler1D lut_1d_c;
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uniform sampler1D lut_1d_l;
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#endif
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#if HAVE_3DTEX
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uniform sampler3D lut_3d;
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#endif
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uniform sampler2D dither;
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uniform mat3 colormatrix;
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uniform vec3 colormatrix_c;
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uniform mat3 cms_matrix;
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uniform mat2 dither_trafo;
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uniform float inv_gamma;
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uniform float input_gamma;
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uniform float conv_gamma;
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uniform float sig_center;
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uniform float sig_slope;
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uniform float sig_scale;
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uniform float sig_offset;
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uniform float dither_quantization;
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uniform float dither_center;
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uniform float filter_param1_l;
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uniform float filter_param1_c;
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uniform float antiring_factor;
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uniform vec2 dither_size;
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uniform float inter_coeff;
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in vec2 texcoord;
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DECLARE_FRAGPARMS
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#define CONV_NV12 1
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#define CONV_PLANAR 2
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vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
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return texture(tex, texcoord);
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}
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#define SAMPLE_TRIVIAL(tex, texsize, texcoord) texture(tex, texcoord)
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// Explanation how bicubic scaling with only 4 texel fetches is done:
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// http://www.mate.tue.nl/mate/pdfs/10318.pdf
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// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
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// Explanation why this algorithm normally always blurs, even with unit scaling:
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// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
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// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
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vec4 calcweights(float s) {
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vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
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t = t * s + vec4(0, 0, -0.5, 0.5);
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t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
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vec2 a = vec2(1, 1) / vec2(t.z, t.w);
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t.xy = t.xy * a + vec2(1, 1);
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t.x = t.x + s;
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t.y = t.y - s;
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return t;
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}
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vec4 sample_bicubic_fast(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
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vec2 pt = 1.0 / texsize;
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vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
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vec4 parmx = calcweights(fcoord.x);
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vec4 parmy = calcweights(fcoord.y);
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vec4 cdelta;
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cdelta.xz = parmx.RG * vec2(-pt.x, pt.x);
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cdelta.yw = parmy.RG * vec2(-pt.y, pt.y);
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// first y-interpolation
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vec4 ar = texture(tex, texcoord + cdelta.xy);
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vec4 ag = texture(tex, texcoord + cdelta.xw);
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vec4 ab = mix(ag, ar, parmy.b);
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// second y-interpolation
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vec4 br = texture(tex, texcoord + cdelta.zy);
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vec4 bg = texture(tex, texcoord + cdelta.zw);
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vec4 aa = mix(bg, br, parmy.b);
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// x-interpolation
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return mix(aa, ab, parmx.b);
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}
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#if HAVE_ARRAYS
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float[2] weights2(sampler2D lookup, float f) {
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vec2 c = texture(lookup, vec2(0.5, f)).RG;
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return float[2](c.r, c.g);
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}
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float[6] weights6(sampler2D lookup, float f) {
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vec4 c1 = texture(lookup, vec2(0.25, f));
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vec4 c2 = texture(lookup, vec2(0.75, f));
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return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
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}
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#endif
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// For N=n*4 with n>1.
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#define WEIGHTS_N(NAME, N) \
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float[N] NAME(sampler2D lookup, float f) { \
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float r[N]; \
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for (int n = 0; n < N / 4; n++) { \
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vec4 c = texture(lookup, \
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vec2(1.0 / (N / 2) + n / float(N / 4), f)); \
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r[n * 4 + 0] = c.r; \
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r[n * 4 + 1] = c.g; \
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r[n * 4 + 2] = c.b; \
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r[n * 4 + 3] = c.a; \
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} \
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return r; \
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}
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// The DIR parameter is (0, 1) or (1, 0), and we expect the shader compiler to
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// remove all the redundant multiplications and additions.
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#define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC) \
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vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
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vec2 pt = (vec2(1.0) / texsize) * DIR; \
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float fcoord = dot(fract(texcoord * texsize - vec2(0.5)), DIR); \
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vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
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float weights[N] = WEIGHTS_FUNC(LUT, fcoord); \
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vec4 res = vec4(0); \
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for (int n = 0; n < N; n++) { \
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res += vec4(weights[n]) * texture(tex, base + pt * vec2(n)); \
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} \
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return res; \
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}
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#define SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC) \
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vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
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vec2 pt = vec2(1.0) / texsize; \
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vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
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vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
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vec4 res = vec4(0); \
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float w_x[N] = WEIGHTS_FUNC(LUT, fcoord.x); \
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float w_y[N] = WEIGHTS_FUNC(LUT, fcoord.y); \
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for (int y = 0; y < N; y++) { \
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vec4 line = vec4(0); \
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for (int x = 0; x < N; x++) \
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line += vec4(w_x[x]) * texture(tex, base + pt * vec2(x, y));\
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res += vec4(w_y[y]) * line; \
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} \
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return res; \
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}
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#define SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
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w = texture1D(LUT, length(vec2(X, Y) - fcoord)/R).r; \
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c = texture(tex, base + pt * vec2(X, Y)); \
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wsum += w; \
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res += vec4(w) * c;
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#define SAMPLE_POLAR_PRIMARY(LUT, R, X, Y) \
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SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
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lo = min(lo, c); \
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hi = max(hi, c);
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#define SAMPLE_POLAR_POTENTIAL(LUT, R, X, Y) \
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if (length(vec2(X, Y) - fcoord)/R < 1.0) { \
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SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
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}
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#define SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT, WEIGHTS_FN, ANTIRING) \
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vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
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vec2 pt = vec2(1.0) / texsize; \
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vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
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vec2 base = texcoord - fcoord * pt; \
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vec4 res = vec4(0.0); \
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vec4 lo = vec4(1.0); \
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vec4 hi = vec4(0.0); \
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float wsum = 0.0; \
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float w; \
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vec4 c; \
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WEIGHTS_FN(LUT); \
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res = res / vec4(wsum); \
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return mix(res, clamp(res, lo, hi), ANTIRING); \
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}
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#ifdef DEF_SCALER0
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DEF_SCALER0
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#endif
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#ifdef DEF_SCALER1
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DEF_SCALER1
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#endif
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// Unsharp masking
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vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
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vec2 pt = 1.0 / texsize;
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vec2 st = pt * 0.5;
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vec4 p = texture(tex, texcoord);
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vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
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+ texture(tex, texcoord + st * vec2(+1, -1))
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+ texture(tex, texcoord + st * vec2(-1, +1))
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+ texture(tex, texcoord + st * vec2(-1, -1));
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return p + (p - 0.25 * sum) * param1;
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}
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vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
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vec2 pt = 1.0 / texsize;
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vec2 st1 = pt * 1.2;
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vec4 p = texture(tex, texcoord);
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vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
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+ texture(tex, texcoord + st1 * vec2(+1, -1))
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+ texture(tex, texcoord + st1 * vec2(-1, +1))
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+ texture(tex, texcoord + st1 * vec2(-1, -1));
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vec2 st2 = pt * 1.5;
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vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
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+ texture(tex, texcoord + st2 * vec2( 0, +1))
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+ texture(tex, texcoord + st2 * vec2(-1, 0))
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+ texture(tex, texcoord + st2 * vec2( 0, -1));
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vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
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return p + t * param1;
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}
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void main() {
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vec2 chr_texcoord = texcoord;
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#ifdef USE_CHROMA_FIX
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chr_texcoord = chr_texcoord * chroma_fix;
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#endif
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#ifdef USE_RECTANGLE
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chr_texcoord = chr_texcoord * chroma_div;
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#else
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// Texture coordinates are [0,1], and chroma plane coordinates are
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// magically rescaled.
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#endif
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chr_texcoord = chr_texcoord + chroma_center_offset;
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#ifndef USE_CONV
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#define USE_CONV 0
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#endif
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#ifndef USE_LINEAR_INTERPOLATION
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#define USE_LINEAR_INTERPOLATION 0
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#endif
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#if USE_LINEAR_INTERPOLATION == 1
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vec4 acolor = mix(
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texture(texture0, texcoord),
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texture(texture1, texcoord),
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inter_coeff);
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// debug code to visually check the interpolation amount
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// vec4 acolor = texture(texture0, texcoord) -
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// inter_coeff * texture(texture1, texcoord);
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#elif USE_CONV == CONV_PLANAR
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vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r,
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SAMPLE_C(texture1, textures_size[1], chr_texcoord).r,
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SAMPLE_C(texture2, textures_size[2], chr_texcoord).r,
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1.0);
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#elif USE_CONV == CONV_NV12
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vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r,
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SAMPLE_C(texture1, textures_size[1], chr_texcoord).RG,
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1.0);
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#else
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vec4 acolor = SAMPLE(texture0, textures_size[0], texcoord);
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#endif
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#ifdef USE_COLOR_SWIZZLE
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acolor = acolor. USE_COLOR_SWIZZLE ;
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#endif
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#ifdef USE_ALPHA_PLANE
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acolor.a = SAMPLE(texture3, textures_size[3], texcoord).r;
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#endif
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vec3 color = acolor.rgb;
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float alpha = acolor.a;
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#ifdef USE_INPUT_GAMMA
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// Pre-colormatrix input gamma correction (eg. for MP_IMGFLAG_XYZ)
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color = pow(color, vec3(input_gamma));
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#endif
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#ifdef USE_COLORMATRIX
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// Conversion from Y'CbCr or other spaces to RGB
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color = mat3(colormatrix) * color + colormatrix_c;
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#endif
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#ifdef USE_CONV_GAMMA
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// Post-colormatrix converted gamma correction (eg. for MP_IMGFLAG_XYZ)
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color = pow(color, vec3(conv_gamma));
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#endif
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#ifdef USE_CONST_LUMA
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// Conversion from C'rcY'cC'bc to R'Y'cB' via the BT.2020 CL system:
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// C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
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// = (B'-Y'c) / 1.5816 | C'bc > 0
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//
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// C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
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// = (R'-Y'c) / 0.9936 | C'rc > 0
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//
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// as per the BT.2020 specification, table 4. This is a non-linear
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// transformation because (constant) luminance receives non-equal
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// contributions from the three different channels.
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color.br = color.br * mix(vec2(1.5816, 0.9936), vec2(1.9404, 1.7184),
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lessThanEqual(color.br, vec2(0))) + color.gg;
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// Expand channels to camera-linear light. This shader currently just
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// assumes everything uses the BT.2020 12-bit gamma function, since the
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// difference between 10 and 12-bit is negligible for anything other than
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// 12-bit content.
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color = bt2020_expand(color);
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// Calculate the green channel from the expanded RYcB
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// The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
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color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;
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// Re-compand to receive the R'G'B' result, same as other systems
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color = bt2020_compand(color);
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#endif
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#ifdef USE_COLORMATRIX
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// CONST_LUMA involves numbers outside the [0,1] range so we make sure
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// to clip here, after the (possible) USE_CONST_LUMA calculations are done,
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// instead of immediately after the colormatrix conversion.
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color = clamp(color, 0.0, 1.0);
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#endif
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// If we are scaling in linear light (SRGB or 3DLUT option enabled), we
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// expand our source colors before scaling. We distinguish between
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// BT.1886 (typical video files) and sRGB (typical image files).
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#ifdef USE_LINEAR_LIGHT_BT1886
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// This calculation is derived from the BT.1886 recommendation which
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// is itself derived from the curves of typical CRT monitors. It claims
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// that a correct video playback environment should have a pure power
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// curve transfer function (in contrast to the complex BT.709 function)
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// with a gamma value of 2.40, but this includes the typical gamma boost
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// of ~1.2 for dark viewing environments. The figure used here instead
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// (1.961) is therefore a pure power curve but without the boost, which
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// is a very close approximation of the true BT.709 function.
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color = pow(color, vec3(1.961));
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#endif
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#ifdef USE_LINEAR_LIGHT_SRGB
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// This is not needed for most sRGB content since we can use GL_SRGB to
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// directly sample RGB texture in linear light, but for things which are
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// also sRGB but in a different format (such as JPEG's YUV), we need
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// to convert to linear light manually.
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color = srgb_expand(color);
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#endif
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#ifdef USE_SIGMOID
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color = sig_center - log(1.0/(color * sig_scale + sig_offset) - 1.0)/sig_slope;
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#endif
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// Image upscaling happens roughly here
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#ifdef USE_SIGMOID_INV
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// Inverse of USE_SIGMOID
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color = (1.0/(1.0 + exp(sig_slope * (sig_center - color))) - sig_offset) / sig_scale;
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#endif
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#ifdef USE_CMS_MATRIX
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// Convert to the right target gamut first (to BT.709 for sRGB,
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// and to BT.2020 for 3DLUT).
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color = cms_matrix * color;
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#endif
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// Clamp to the target gamut. This clamp is needed because the gamma
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// functions are not well-defined outside this range, which is related to
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// the fact that they're not representable on the target device.
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// TODO: Desaturate colorimetrically; this happens automatically for
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// 3dlut targets but not for sRGB mode. Not sure if this is a requirement.
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color = clamp(color, 0.0, 1.0);
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#ifdef USE_INV_GAMMA
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// User-defined gamma correction factor (via the gamma sub-option)
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color = pow(color, vec3(inv_gamma));
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#endif
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#ifdef USE_3DLUT
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// For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce
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// the amount of rounding errors, so we pull up to that space first and
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// then pass it through the 3D texture.
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color = pow(color, vec3(1.0/2.4));
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color = texture3D(lut_3d, color).rgb;
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#endif
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#ifdef USE_SRGB
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// Adapt and compand from the linear BT2020 source to the sRGB output
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color = srgb_compand(color);
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#endif
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#ifdef USE_INV_BT1886
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color = pow(color, vec3(1.0/1.961));
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#endif
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#ifdef USE_DITHER
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vec2 dither_pos = gl_FragCoord.xy / dither_size;
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#ifdef USE_TEMPORAL_DITHER
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dither_pos = dither_trafo * dither_pos;
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#endif
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float dither_value = texture(dither, dither_pos).r;
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color = floor(color * dither_quantization + dither_value + dither_center) /
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dither_quantization;
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#endif
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#ifdef USE_ALPHA_BLEND
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color = color * alpha;
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#endif
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#ifdef USE_ALPHA
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out_color = vec4(color, alpha);
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#else
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out_color = vec4(color, 1.0);
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#endif
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}
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