diff options
author | Niklas Haas <git@nand.wakku.to> | 2016-05-30 12:48:01 +0200 |
---|---|---|
committer | wm4 <wm4@nowhere> | 2016-05-30 16:58:25 +0200 |
commit | 15bb05d2fe7394478144d323a41023722d1a9d38 (patch) | |
tree | 0d5f2e57a53cb3856ae0ede262b45124db8ce326 /video/out | |
parent | 48015009b7f8073de1a81cf9624c104f071496bc (diff) |
vo_opengl: add hable tone-mapping algorithm
Developed by John Hable for use in Uncharted 2. Also used by Frictional
Games in SOMA. Originally inspired by a filmic tone mapping algorithm
created by Kodak.
From http://frictionalgames.blogspot.de/2012/09/tech-feature-hdr-lightning.html
Diffstat (limited to 'video/out')
-rw-r--r-- | video/out/opengl/video.c | 1 | ||||
-rw-r--r-- | video/out/opengl/video.h | 1 | ||||
-rw-r--r-- | video/out/opengl/video_shaders.c | 11 |
3 files changed, 13 insertions, 0 deletions
diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c index 7bfcf17e2a..380e768126 100644 --- a/video/out/opengl/video.c +++ b/video/out/opengl/video.c @@ -385,6 +385,7 @@ const struct m_sub_options gl_video_conf = { OPT_CHOICE("hdr-tone-mapping", hdr_tone_mapping, 0, ({"clip", TONE_MAPPING_CLIP}, {"reinhard", TONE_MAPPING_REINHARD}, + {"hable", TONE_MAPPING_HABLE}, {"gamma", TONE_MAPPING_GAMMA}, {"linear", TONE_MAPPING_LINEAR})), OPT_FLOAT("tone-mapping-param", tone_mapping_param, 0), diff --git a/video/out/opengl/video.h b/video/out/opengl/video.h index 5b837ca3ad..a4a9fb703b 100644 --- a/video/out/opengl/video.h +++ b/video/out/opengl/video.h @@ -106,6 +106,7 @@ enum prescalers { enum tone_mapping { TONE_MAPPING_CLIP, TONE_MAPPING_REINHARD, + TONE_MAPPING_HABLE, TONE_MAPPING_GAMMA, TONE_MAPPING_LINEAR, }; diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c index 911bf377c7..d940c415e8 100644 --- a/video/out/opengl/video_shaders.c +++ b/video/out/opengl/video_shaders.c @@ -335,6 +335,17 @@ void pass_tone_map(struct gl_shader_cache *sc, float peak_src, float peak_dst, break; } + case TONE_MAPPING_HABLE: { + float A = 0.15, B = 0.50, C = 0.10, D = 0.20, E = 0.02, F = 0.30; + GLSLHF("vec3 hable(vec3 x) {\n"); + GLSLHF("return ((x * (%f*x + %f)+%f)/(x * (%f*x + %f) + %f)) - %f;\n", + A, C*B, D*E, A, B, D*F, E/F); + GLSLHF("}\n"); + + GLSLF("color.rgb = hable(color.rgb) / hable(vec3(%f));\n", scale); + break; + } + case TONE_MAPPING_GAMMA: { float gamma = isnan(param) ? 1.8 : param; GLSLF("color.rgb = pow(color.rgb / vec3(%f), vec3(%f));\n", |