color.effect 4.0 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, 1.0 / 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(0.6274040f, 0.3292820f, 0.0433136f));
  20. float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
  21. float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
  22. return float3(r, g, b);
  23. }
  24. float3 rec2020_to_rec709(float3 v)
  25. {
  26. float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
  27. float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
  28. float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
  29. return float3(r, g, b);
  30. }
  31. float reinhard_channel(float x)
  32. {
  33. return x / (x + 1.0);
  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. return pow((0.8359375 + 18.8515625 * pow(abs(x), 0.1593017578)) / (1.0 + 18.6875 * pow(abs(x), 0.1593017578)), 78.84375);
  42. }
  43. float3 linear_to_st2084(float3 rgb)
  44. {
  45. return float3(linear_to_st2084_channel(rgb.r), linear_to_st2084_channel(rgb.g), linear_to_st2084_channel(rgb.b));
  46. }
  47. float st2084_to_linear_channel(float u)
  48. {
  49. return pow(abs(max(pow(abs(u), 1.0 / 78.84375) - 0.8359375, 0.0) / (18.8515625 - 18.6875 * pow(abs(u), 1.0 / 78.84375))), 1.0 / 0.1593017578);
  50. }
  51. float3 st2084_to_linear(float3 v)
  52. {
  53. return float3(st2084_to_linear_channel(v.r), st2084_to_linear_channel(v.g), st2084_to_linear_channel(v.b));
  54. }
  55. float linear_to_hlg_channel(float u)
  56. {
  57. float ln2_i = 1.0 / log(2.0);
  58. float m = 0.17883277 / ln2_i;
  59. return (u <= (1.0 /12.0)) ? sqrt(3.0 * u) : ((log2((12.0 * u) - 0.28466892) * m) + 0.55991073);
  60. }
  61. float eetf_0_1000(float Lw, float maxRGB1_pq)
  62. {
  63. float Lw_pq = linear_to_st2084_channel(Lw / 10000.);
  64. float E1 = maxRGB1_pq / Lw_pq;
  65. float maxLum = linear_to_st2084_channel(.1) / Lw_pq;
  66. float KS = (1.5 * maxLum) - 0.5;
  67. float E2 = E1;
  68. if (E1 > KS)
  69. {
  70. float T = (E1 - KS) / (1. - KS);
  71. float Tsquared = T * T;
  72. float Tcubed = Tsquared * T;
  73. float P = (2. * Tcubed - 3. * Tsquared + 1.) * KS + (Tcubed - 2. * Tsquared + T) * (1. - KS) + (-2. * Tcubed + 3. * Tsquared) * maxLum;
  74. E2 = P;
  75. }
  76. float E3 = E2;
  77. float E4 = E3 * Lw_pq;
  78. return E4;
  79. }
  80. float3 maxRGB_eetf(float3 rgb, float Lw, float Lmax)
  81. {
  82. float maxRGB_linear = max(max(rgb.r, rgb.g), rgb.b);
  83. float maxRGB1_pq = linear_to_st2084_channel(maxRGB_linear);
  84. float maxRGB2_pq = eetf_0_1000(Lw, maxRGB1_pq);
  85. float maxRGB2_linear = st2084_to_linear_channel(maxRGB2_pq);
  86. float scaling_ratio = maxRGB2_linear / maxRGB_linear;
  87. // scaling_ratio could be NaN
  88. scaling_ratio = max(0., scaling_ratio);
  89. rgb *= scaling_ratio;
  90. return rgb;
  91. }
  92. float3 linear_to_hlg(float3 rgb, float Lw)
  93. {
  94. rgb = saturate(rgb);
  95. if (Lw > 1000.)
  96. {
  97. rgb = maxRGB_eetf(rgb, Lw, 1000.);
  98. rgb *= 10000. / Lw;
  99. }
  100. else
  101. {
  102. rgb *= 10.;
  103. }
  104. float Yd = dot(rgb, float3(0.2627, 0.678, 0.0593));
  105. // pow(0., exponent) can lead to NaN, use smallest positive normal number
  106. Yd = max(6.10352e-5, Yd);
  107. rgb *= pow(Yd, -1. / 6.);
  108. return float3(linear_to_hlg_channel(rgb.r), linear_to_hlg_channel(rgb.g), linear_to_hlg_channel(rgb.b));
  109. }
  110. float hlg_to_linear_channel(float u)
  111. {
  112. float ln2_i = 1.0 / log(2.0);
  113. float m = ln2_i / 0.17883277;
  114. float a = -ln2_i * 0.55991073 / 0.17883277;
  115. return (u <= 0.5) ? ((u * u) / 3.0) : ((exp2(u * m + a) + 0.28466892) / 12.0);
  116. }
  117. float3 hlg_to_linear(float3 v, float exponent)
  118. {
  119. float3 rgb = float3(hlg_to_linear_channel(v.r), hlg_to_linear_channel(v.g), hlg_to_linear_channel(v.b));
  120. float Ys = dot(rgb, float3(0.2627, 0.678, 0.0593));
  121. rgb *= pow(Ys, exponent);
  122. return rgb;
  123. }