File: unorm.effect

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float multiplier;

uniform texture2d mask;
uniform float threshold;

sampler_state texSampler {
	Filter    = Linear;
	AddressU  = Clamp;
	AddressV  = Clamp;
};

struct VertData {
	float4 pos : POSITION;
	float2 uv  : TEXCOORD0;
};

struct VertInOut {
	float2 uv  : TEXCOORD0;
	float4 pos : POSITION;
};

struct FragData {
	float2 uv  : TEXCOORD0;
};

struct FragPos {
	float4 pos : POSITION;
};

float srgb_linear_to_nonlinear_channel(float u)
{
	return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1. / 2.4)) - 0.055);
}

float3 srgb_linear_to_nonlinear(float3 v)
{
	return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
}

float3 rec709_to_rec2020(float3 v)
{
	float r = dot(v, float3(0.62740389593469903, 0.32928303837788370, 0.043313065687417225));
	float g = dot(v, float3(0.069097289358232075, 0.91954039507545871, 0.011362315566309178));
	float b = dot(v, float3(0.016391438875150280, 0.088013307877225749, 0.89559525324762401));
	return float3(r, g, b);
}

float3 rec2020_to_rec709(float3 v)
{
	float r = dot(v, float3(1.6604910021084345, -0.58764113878854951, -0.072849863319884883));
	float g = dot(v, float3(-0.12455047452159074, 1.1328998971259603, -0.0083494226043694768));
	float b = dot(v, float3(-0.018150763354905303, -0.10057889800800739, 1.1187296613629127));
	return float3(r, g, b);
}

float reinhard_channel(float x)
{
	return x / (x + 1.);
}

float3 reinhard(float3 rgb)
{
	return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
}

float linear_to_st2084_channel(float x)
{
	float c = pow(abs(x), 0.1593017578);
	return pow((0.8359375 + 18.8515625 * c) / (1. + 18.6875 * c), 78.84375);
}

float st2084_to_linear_channel(float u)
{
	float c = pow(abs(u), 1. / 78.84375);
	return pow(abs(max(c - 0.8359375, 0.) / (18.8515625 - 18.6875 * c)), 1. / 0.1593017578);
}

float eetf_0_Lmax(float maxRGB1_pq, float Lw, float Lmax)
{
	float Lw_pq = linear_to_st2084_channel(Lw / 10000.);
	float E1 = saturate(maxRGB1_pq / Lw_pq); // Ensure normalization in case Lw is a lie
	float maxLum = linear_to_st2084_channel(Lmax / 10000.) / Lw_pq;
	float KS = (1.5 * maxLum) - 0.5;
	float E2 = E1;
	if (E1 > KS)
	{
		float T = (E1 - KS) / (1. - KS);
		float Tsquared = T * T;
		float Tcubed = Tsquared * T;
		float P = (2. * Tcubed - 3. * Tsquared + 1.) * KS + (Tcubed - 2. * Tsquared + T) * (1. - KS) + (-2. * Tcubed + 3. * Tsquared) * maxLum;
		E2 = P;
	}
	float E3 = E2;
	float E4 = E3 * Lw_pq;
	return E4;
}

float3 maxRGB_eetf_internal(float3 rgb_linear, float maxRGB1_linear, float maxRGB1_pq, float Lw, float Lmax)
{
	float maxRGB2_pq = eetf_0_Lmax(maxRGB1_pq, Lw, Lmax);
	float maxRGB2_linear = st2084_to_linear_channel(maxRGB2_pq);

	// avoid divide-by-zero possibility
	maxRGB1_linear = max(6.10352e-5, maxRGB1_linear);

	rgb_linear *= maxRGB2_linear / maxRGB1_linear;
	return rgb_linear;
}

float3 maxRGB_eetf_linear_to_linear(float3 rgb_linear, float Lw, float Lmax)
{
	float maxRGB1_linear = max(max(rgb_linear.r, rgb_linear.g), rgb_linear.b);
	float maxRGB1_pq = linear_to_st2084_channel(maxRGB1_linear);
	return maxRGB_eetf_internal(rgb_linear, maxRGB1_linear, maxRGB1_pq, Lw, Lmax);
}

VertInOut VSDefault(VertData v_in)
{
	VertInOut v_out;
	v_out.uv = v_in.uv;
	v_out.pos = mul(float4(v_in.pos.xyz, 1.), ViewProj);
	return v_out;
}

FragPos VSConvertUnorm(uint id : VERTEXID)
{
	float idHigh = float(id >> 1);
	float idLow = float(id & uint(1));

	float x = idHigh * 4.0 - 1.0;
	float y = idLow * 4.0 - 1.0;

	FragPos vert_out;
	vert_out.pos = float4(x, y, 0.0, 1.0);
	return vert_out;
}

float4 Mask(FragData f_in)
{
	float4 rgba = image.Sample(texSampler, f_in.uv);
	rgba *= smoothstep(threshold - 0.1,threshold,mask.Sample(texSampler, f_in.uv).a);
	return rgba;
}

float4 PSMask(FragData f_in) : TARGET
{
	float4 rgba = Mask(f_in);
	return rgba;
}

float4 PSMaskMultiply(FragData f_in) : TARGET
{
	float4 rgba = Mask(f_in);
	rgba.rgb *= multiplier;
	return rgba;
}

float4 PSMaskTonemap(FragData f_in) : TARGET
{
	float4 rgba = Mask(f_in);
	rgba.rgb = rec709_to_rec2020(rgba.rgb);
	rgba.rgb = reinhard(rgba.rgb);
	rgba.rgb = rec2020_to_rec709(rgba.rgb);
	return rgba;
}

float4 PSMaskMultiplyTonemap(FragData f_in) : TARGET
{
	float4 rgba = Mask(f_in);
	rgba.rgb *= multiplier;
	rgba.rgb = rec709_to_rec2020(rgba.rgb);
	rgba.rgb = reinhard(rgba.rgb);
	rgba.rgb = rec2020_to_rec709(rgba.rgb);
	return rgba;
}

float4 PSConvertUnorm(FragPos f_in) : TARGET
{
	float4 rgba = image.Load(int3(f_in.pos.xy, 0));
	rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
	return rgba;
}

float4 PSConvertUnormTonemap(FragPos f_in) : TARGET
{
	float4 rgba = image.Load(int3(f_in.pos.xy, 0));
	rgba.rgb = rec709_to_rec2020(rgba.rgb);
	rgba.rgb = reinhard(rgba.rgb);
	rgba.rgb = rec2020_to_rec709(rgba.rgb);
	rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
	return rgba;
}

float4 PSConvertUnormMultiplyTonemap(FragPos f_in) : TARGET
{
	float4 rgba = image.Load(int3(f_in.pos.xy, 0));
	rgba.rgb *= multiplier;
	rgba.rgb = rec709_to_rec2020(rgba.rgb);
	rgba.rgb = reinhard(rgba.rgb);
	rgba.rgb = rec2020_to_rec709(rgba.rgb);
	rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
	return rgba;
}

technique Draw
{
	pass
	{
		vertex_shader = VSDefault(v_in);
		pixel_shader  = PSMask(f_in);
	}
}

technique DrawMultiply
{
	pass
	{
		vertex_shader = VSDefault(v_in);
		pixel_shader  = PSMaskMultiply(f_in);
	}
}

technique DrawTonemap
{
	pass
	{
		vertex_shader = VSDefault(v_in);
		pixel_shader  = PSMaskTonemap(f_in);
	}
}

technique DrawMultiplyTonemap
{
	pass
	{
		vertex_shader = VSDefault(v_in);
		pixel_shader  = PSMaskMultiplyTonemap(f_in);
	}
}

technique ConvertUnorm
{
	pass
	{
		vertex_shader = VSConvertUnorm(id);
		pixel_shader  = PSConvertUnorm(f_in);
	}
}

technique ConvertUnormTonemap
{
	pass
	{
		vertex_shader = VSConvertUnorm(id);
		pixel_shader  = PSConvertUnormTonemap(f_in);
	}
}

technique ConvertUnormMultiplyTonemap
{
	pass
	{
		vertex_shader = VSConvertUnorm(id);
		pixel_shader  = PSConvertUnormMultiplyTonemap(f_in);
	}
}