Fix code style

This commit is contained in:
Wojtek Figat
2020-12-21 23:37:28 +01:00
parent d322015e6e
commit 2a29abcc39
13 changed files with 47 additions and 89 deletions

View File

@@ -90,7 +90,7 @@ float3 WhiteBalance(float3 linearColor)
float2 srcWhitePlankian = PlanckianLocusChromaticity(WhiteTemp);
float2 srcWhite = WhiteTemp < 4000 ? srcWhitePlankian : srcWhiteDaylight;
float2 d65White = float2(0.31270, 0.32900);
float2 d65White = float2(0.31270f, 0.32900f);
float2 isothermal = PlanckianIsothermal(WhiteTemp, WhiteTint) - srcWhitePlankian;
srcWhite += isothermal;
@@ -103,8 +103,8 @@ float3 WhiteBalance(float3 linearColor)
float3 ColorCorrect(float3 color, float luma, float4 saturation, float4 contrast, float4 gamma, float4 gain, float4 offset)
{
color = max(0, lerp(luma.xxx, color, saturation.xyz * saturation.w));
color = pow(color * (1.0 / 0.18), contrast.xyz * contrast.w) * 0.18;
color = pow(color, 1.0 / (gamma.xyz * gamma.w));
color = pow(color * (1.0f / 0.18f), contrast.xyz * contrast.w) * 0.18f;
color = pow(color, 1.0f / (gamma.xyz * gamma.w));
color = color * (gain.xyz * gain.w) + (offset.xyz + offset.w);
return color;
}
@@ -112,35 +112,12 @@ float3 ColorCorrect(float3 color, float luma, float4 saturation, float4 contrast
float3 ColorCorrectAll(float3 color)
{
float luma = dot(color, AP1_RGB2Y);
// Shadow CC
float3 ccColorShadows = ColorCorrect(color, luma,
ColorSaturationShadows,
ColorContrastShadows,
ColorGammaShadows,
ColorGainShadows,
ColorOffsetShadows);
float3 ccColorShadows = ColorCorrect(color, luma, ColorSaturationShadows, ColorContrastShadows, ColorGammaShadows, ColorGainShadows, ColorOffsetShadows);
float ccWeightShadows = 1 - smoothstep(0, ColorCorrectionShadowsMax, luma);
// Highlight CC
float3 ccColorHighlights = ColorCorrect(color, luma,
ColorSaturationHighlights,
ColorContrastHighlights,
ColorGammaHighlights,
ColorGainHighlights,
ColorOffsetHighlights);
float3 ccColorHighlights = ColorCorrect(color, luma,ColorSaturationHighlights, ColorContrastHighlights, ColorGammaHighlights, ColorGainHighlights, ColorOffsetHighlights);
float ccWeightHighlights = smoothstep(ColorCorrectionHighlightsMin, 1, luma);
// Midtone CC
float3 ccColorMidtones = ColorCorrect(color, luma,
ColorSaturationMidtones,
ColorContrastMidtones,
ColorGammaMidtones,
ColorGainMidtones,
ColorOffsetMidtones);
float3 ccColorMidtones = ColorCorrect(color, luma, ColorSaturationMidtones, ColorContrastMidtones, ColorGammaMidtones, ColorGainMidtones, ColorOffsetMidtones);
float ccWeightMidtones = 1 - ccWeightShadows - ccWeightHighlights;
// Blend shadow, midtone and highlight CCs
return ccColorShadows * ccWeightShadows + ccColorMidtones * ccWeightMidtones + ccColorHighlights * ccWeightHighlights;
}
@@ -189,8 +166,7 @@ float3 TonemapNeutral(float3 linearColor)
float3 TonemapACES(float3 linearColor)
{
// The code in this file was originally written by Stephen Hill (@self_shadow), who deserves all
// credit for coming up with this fit and implementing it. Buy him a beer next time you see him. :)
// The code was originally written by Stephen Hill (@self_shadow).
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static const float3x3 ACESInputMat =