color.effect 5.0 KB

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  1. float srgb_linear_to_nonlinear_channel(float u)
  2. {
  3. return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1. / 2.4)) - 0.055);
  4. }
  5. float3 srgb_linear_to_nonlinear(float3 v)
  6. {
  7. return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
  8. }
  9. float srgb_nonlinear_to_linear_channel(float u)
  10. {
  11. return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
  12. }
  13. float3 srgb_nonlinear_to_linear(float3 v)
  14. {
  15. return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
  16. }
  17. float3 rec709_to_rec2020(float3 v)
  18. {
  19. float r = dot(v, float3(0.62740389593469903, 0.32928303837788370, 0.043313065687417225));
  20. float g = dot(v, float3(0.069097289358232075, 0.91954039507545871, 0.011362315566309178));
  21. float b = dot(v, float3(0.016391438875150280, 0.088013307877225749, 0.89559525324762401));
  22. return float3(r, g, b);
  23. }
  24. float3 rec2020_to_rec709(float3 v)
  25. {
  26. float r = dot(v, float3(1.6604910021084345, -0.58764113878854951, -0.072849863319884883));
  27. float g = dot(v, float3(-0.12455047452159074, 1.1328998971259603, -0.0083494226043694768));
  28. float b = dot(v, float3(-0.018150763354905303, -0.10057889800800739, 1.1187296613629127));
  29. return float3(r, g, b);
  30. }
  31. float reinhard_channel(float x)
  32. {
  33. return x / (x + 1.);
  34. }
  35. float3 reinhard(float3 rgb)
  36. {
  37. return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
  38. }
  39. float linear_to_st2084_channel(float x)
  40. {
  41. float c = pow(abs(x), 0.1593017578);
  42. return pow((0.8359375 + 18.8515625 * c) / (1. + 18.6875 * c), 78.84375);
  43. }
  44. float3 linear_to_st2084(float3 rgb)
  45. {
  46. return float3(linear_to_st2084_channel(rgb.r), linear_to_st2084_channel(rgb.g), linear_to_st2084_channel(rgb.b));
  47. }
  48. float st2084_to_linear_channel(float u)
  49. {
  50. float c = pow(abs(u), 1. / 78.84375);
  51. return pow(abs(max(c - 0.8359375, 0.) / (18.8515625 - 18.6875 * c)), 1. / 0.1593017578);
  52. }
  53. float3 st2084_to_linear(float3 rgb)
  54. {
  55. return float3(st2084_to_linear_channel(rgb.r), st2084_to_linear_channel(rgb.g), st2084_to_linear_channel(rgb.b));
  56. }
  57. float eetf_0_Lmax(float maxRGB1_pq, float Lw, float Lmax)
  58. {
  59. float Lw_pq = linear_to_st2084_channel(Lw / 10000.);
  60. float E1 = saturate(maxRGB1_pq / Lw_pq); // Ensure normalization in case Lw is a lie
  61. float maxLum = linear_to_st2084_channel(Lmax / 10000.) / Lw_pq;
  62. float KS = (1.5 * maxLum) - 0.5;
  63. float E2 = E1;
  64. if (E1 > KS)
  65. {
  66. float T = (E1 - KS) / (1. - KS);
  67. float Tsquared = T * T;
  68. float Tcubed = Tsquared * T;
  69. float P = (2. * Tcubed - 3. * Tsquared + 1.) * KS + (Tcubed - 2. * Tsquared + T) * (1. - KS) + (-2. * Tcubed + 3. * Tsquared) * maxLum;
  70. E2 = P;
  71. }
  72. float E3 = E2;
  73. float E4 = E3 * Lw_pq;
  74. return E4;
  75. }
  76. float3 maxRGB_eetf_internal(float3 rgb_linear, float maxRGB1_linear, float maxRGB1_pq, float Lw, float Lmax)
  77. {
  78. float maxRGB2_pq = eetf_0_Lmax(maxRGB1_pq, Lw, Lmax);
  79. float maxRGB2_linear = st2084_to_linear_channel(maxRGB2_pq);
  80. // avoid divide-by-zero possibility
  81. maxRGB1_linear = max(6.10352e-5, maxRGB1_linear);
  82. rgb_linear *= maxRGB2_linear / maxRGB1_linear;
  83. return rgb_linear;
  84. }
  85. float3 maxRGB_eetf_pq_to_linear(float3 rgb_pq, float Lw, float Lmax)
  86. {
  87. float3 rgb_linear = st2084_to_linear(rgb_pq);
  88. float maxRGB1_linear = max(max(rgb_linear.r, rgb_linear.g), rgb_linear.b);
  89. float maxRGB1_pq = max(max(rgb_pq.r, rgb_pq.g), rgb_pq.b);
  90. return maxRGB_eetf_internal(rgb_linear, maxRGB1_linear, maxRGB1_pq, Lw, Lmax);
  91. }
  92. float3 maxRGB_eetf_linear_to_linear(float3 rgb_linear, float Lw, float Lmax)
  93. {
  94. float maxRGB1_linear = max(max(rgb_linear.r, rgb_linear.g), rgb_linear.b);
  95. float maxRGB1_pq = linear_to_st2084_channel(maxRGB1_linear);
  96. return maxRGB_eetf_internal(rgb_linear, maxRGB1_linear, maxRGB1_pq, Lw, Lmax);
  97. }
  98. float3 st2084_to_linear_eetf(float3 rgb, float Lw, float Lmax)
  99. {
  100. return (Lw > Lmax) ? maxRGB_eetf_pq_to_linear(rgb, Lw, Lmax) : st2084_to_linear(rgb);
  101. }
  102. float linear_to_hlg_channel(float u)
  103. {
  104. float ln2_i = 1. / log(2.);
  105. float m = 0.17883277 / ln2_i;
  106. return (u <= (1. / 12.)) ? sqrt(3. * u) : ((log2((12. * u) - 0.28466892) * m) + 0.55991073);
  107. }
  108. float3 linear_to_hlg(float3 rgb, float Lw)
  109. {
  110. rgb = saturate(rgb);
  111. if (Lw > 1000.)
  112. {
  113. rgb = maxRGB_eetf_linear_to_linear(rgb, Lw, 1000.);
  114. rgb *= 10000. / Lw;
  115. }
  116. else
  117. {
  118. rgb *= 10.;
  119. }
  120. float Yd = dot(rgb, float3(0.2627, 0.678, 0.0593));
  121. // pow(0., exponent) can lead to NaN, use smallest positive normal number
  122. Yd = max(6.10352e-5, Yd);
  123. rgb *= pow(Yd, -1. / 6.);
  124. return float3(linear_to_hlg_channel(rgb.r), linear_to_hlg_channel(rgb.g), linear_to_hlg_channel(rgb.b));
  125. }
  126. float hlg_to_linear_channel(float u)
  127. {
  128. float ln2_i = 1. / log(2.);
  129. float m = ln2_i / 0.17883277;
  130. float a = -ln2_i * 0.55991073 / 0.17883277;
  131. return (u <= 0.5) ? ((u * u) / 3.) : ((exp2(u * m + a) + 0.28466892) / 12.);
  132. }
  133. float3 hlg_to_linear(float3 v, float exponent)
  134. {
  135. float3 rgb = float3(hlg_to_linear_channel(v.r), hlg_to_linear_channel(v.g), hlg_to_linear_channel(v.b));
  136. float Ys = dot(rgb, float3(0.2627, 0.678, 0.0593));
  137. rgb *= pow(Ys, exponent);
  138. return rgb;
  139. }