Files
FlaxEngine/Source/Shaders/GammaCorrectionCommon.hlsl
2020-12-07 23:40:54 +01:00

187 lines
4.9 KiB
HLSL

// 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