// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved. #ifndef __GAMMA_CORRECTION_COMMON__ #define __GAMMA_CORRECTION_COMMON__ #include "./Flax/Math.hlsl" // Fast reversible tonemapper // http://gpuopen.com/optimized-reversible-tonemapper-for-resolve/ float3 FastTonemap(float3 c) { return c * rcp(max(max(c.r, c.g), c.b) + 1.0); } float4 FastTonemap(float4 c) { return float4(FastTonemap(c.rgb), c.a); } float3 FastTonemap(float3 c, float w) { return c * (w * rcp(max(max(c.r, c.g), c.b) + 1.0)); } float4 FastTonemap(float4 c, float w) { return float4(FastTonemap(c.rgb, w), c.a); } float3 FastTonemapInvert(float3 c) { return c * rcp(1.0 - max(max(c.r, c.g), c.b)); } float4 FastTonemapInvert(float4 c) { return float4(FastTonemapInvert(c.rgb), c.a); } half3 LinearTo709Branchless(half3 linearColor) { linearColor = max(6.10352e-5, linearColor); return min(linearColor * 4.5, pow(max(linearColor, 0.018), 0.45) * 1.099 - 0.099); } half3 LinearToSrgbBranchless(half3 linearColor) { linearColor = max(6.10352e-5, linearColor); return min(linearColor * 12.92, pow(max(linearColor, 0.00313067), 1.0/2.4) * 1.055 - 0.055); } half LinearToSrgbBranchingChannel(half linearColor) { if (linearColor < 0.00313067) return linearColor * 12.92; return pow(linearColor, (1.0/2.4)) * 1.055 - 0.055; } half3 LinearToSrgbBranching(half3 linearColor) { return half3( LinearToSrgbBranchingChannel(linearColor.r), LinearToSrgbBranchingChannel(linearColor.g), LinearToSrgbBranchingChannel(linearColor.b)); } half3 LinearToSrgb(half3 linearColor) { #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 // Branching is faster than branchless on PC return LinearToSrgbBranching(linearColor); #else // Use branchless on mobile return LinearToSrgbBranchless(linearColor); #endif } half3 sRGBToLinear(half3 color) { color = max(6.10352e-5, color); return color > 0.04045 ? pow(color * (1.0 / 1.055) + 0.0521327, 2.4) : color * (1.0 / 12.92); } float3 LogToLinear(float3 logColor) { const float linearRange = 14; const float linearGrey = 0.18; const float exposureGrey = 444; // Using stripped down, 'pure log', formula. Parameterized by grey points and dynamic range covered. float3 linearColor = exp2((logColor - exposureGrey / 1023.0) * linearRange) * linearGrey; //float3 linearColor = 2 * (pow(10.0, ((logColor - 0.616596 - 0.03) / 0.432699)) - 0.037584); // SLog //float3 linearColor = (pow( 10, (1023 * logColor - 685) / 300) - 0.0108) / (1 - 0.0108); // Cineon //linearColor = max(0, linearColor); return linearColor; } float3 LinearToLog(float3 linearColor) { const float linearRange = 14; const float linearGrey = 0.18; const float exposureGrey = 444; // Using stripped down, 'pure log', formula. Parameterized by grey points and dynamic range covered. float3 logColor = log2(linearColor) / linearRange - log2(linearGrey) / linearRange + exposureGrey / 1023.0; // scalar: 3log2 3mad //float3 logColor = (log2(linearColor) - log2(linearGrey)) / linearRange + exposureGrey / 1023.0; //float3 logColor = log2(linearColor / linearGrey) / linearRange + exposureGrey / 1023.0; //float3 logColor = (0.432699 * log10(0.5 * linearColor + 0.037584) + 0.616596) + 0.03; // SLog //float3 logColor = (300 * log10(linearColor * (1 - 0.0108) + 0.0108) + 685) / 1023; // Cineon logColor = saturate(logColor); return logColor; } // Alexa LogC converters (El 1000) // See http://www.vocas.nl/webfm_send/964 // Max range is ~58.85666 struct ParamsLogC { float cut; float a, b, c, d, e, f; }; static const ParamsLogC LogC = { 0.011361, // cut 5.555556, // a 0.047996, // b 0.244161, // c 0.386036, // d 5.301883, // e 0.092819 // f }; float3 LinearToLogC(float3 linearColor) { return LogC.c * log10(LogC.a * linearColor + LogC.b) + LogC.d; } float3 LogCToLinear(float3 logcColor) { return (pow(10.0, (logcColor - LogC.d) / LogC.c) - LogC.b) / LogC.a; } // Dolby PQ transforms float3 ST2084ToLinear(float3 pq) { const float m1 = 0.1593017578125; // = 2610. / 4096. * .25; const float m2 = 78.84375; // = 2523. / 4096. * 128; const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1; const float c2 = 18.8515625; // = 2413. / 4096. * 32; const float c3 = 18.6875; // = 2392. / 4096. * 32; const float C = 10000.; float3 Np = pow(pq, 1.0 / m2); float3 L = Np - c1; L = max(0.0, L); L = L / (c2 - c3 * Np); L = pow(L, 1.0 / m1); float3 P = L * C; return P; } float3 LinearToST2084(float3 lin) { const float m1 = 0.1593017578125; // = 2610. / 4096. * .25; const float m2 = 78.84375; // = 2523. / 4096. * 128; const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1; const float c2 = 18.8515625; // = 2413. / 4096. * 32; const float c3 = 18.6875; // = 2392. / 4096. * 32; const float C = 10000.0; float3 L = lin / C; float3 Lm = pow(L, m1); float3 N1 = (c1 + c2 * Lm); float3 N2 = (1.0 + c3 * Lm); float3 N = N1 * rcp(N2); float3 P = pow(N, m2); return P; } #endif