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Merge pull request #12668 from Sam-Belliveau/hybrid_log_gamma
Use Hybrid Log Gamma in PerceptualHDR
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bce2df70ce
@ -17,45 +17,65 @@ DefaultValue = 2.5
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/***** Transfer Function *****/
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const float4 m_1 = float4(2610.0 / 16384.0);
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const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
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const float4 m_1_inv = float4(16384.0 / 2610.0);
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const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
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const float a = 0.17883277;
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const float b = 1.0 - 4.0 * a;
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const float c = 0.5 - a * log(4.0 * a);
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const float4 c_1 = float4(3424.0 / 4096.0);
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const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
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const float4 c_3 = float4(2392.0 / 4096.0 * 32.0);
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float HLG_f(float x)
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{
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if (x < 0.0) {
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return 0.0;
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}
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float4 EOTF_inv(float4 lms) {
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float4 y = pow(lms, m_1);
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return pow((c_1 + c_2 * y) / (1.0 + c_3 * y), m_2);
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else if (x < 1.0 / 12.0) {
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return sqrt(3.0 * x);
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}
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return a * log(12.0 * x - b) + c;
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}
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float4 EOTF(float4 lms) {
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float4 x = pow(lms, m_2_inv);
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return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
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float HLG_inv_f(float x)
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{
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if (x < 0.0) {
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return 0.0;
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}
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else if (x < 1.0 / 2.0) {
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return x * x / 3.0;
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}
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return (exp((x - c) / a) + b) / 12.0;
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}
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// This is required as scaling in EOTF space is not linear.
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float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
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float4 HLG(float4 lms)
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{
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return float4(HLG_f(lms.x), HLG_f(lms.y), HLG_f(lms.z), lms.w);
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}
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float4 HLG_inv(float4 lms)
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{
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return float4(HLG_inv_f(lms.x), HLG_inv_f(lms.y), HLG_inv_f(lms.z), lms.w);
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}
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/***** Linear <--> ICtCp *****/
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const mat4 RGBtoLMS = mat4(
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1688.0, 683.0, 99.0, 0.0,
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2146.0, 2951.0, 309.0, 0.0,
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262.0, 462.0, 3688.0, 0.0,
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0.0, 0.0, 0.0, 4096.0) / 4096.0;
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1688.0, 683.0, 99.0, 0.0,
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2146.0, 2951.0, 309.0, 0.0,
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262.0, 462.0, 3688.0, 0.0,
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0.0, 0.0, 0.0, 4096.0)
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/ 4096.0;
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const mat4 LMStoICtCp = mat4(
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+2048.0, +6610.0, +17933.0, 0.0,
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+2048.0, -13613.0, -17390.0, 0.0,
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+0.0, +7003.0, -543.0, 0.0,
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+0.0, +0.0, +0.0, 4096.0) / 4096.0;
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+2048.0, +3625.0, +9500.0, 0.0,
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+2048.0, -7465.0, -9212.0, 0.0,
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+0.0, +3840.0, -288.0, 0.0,
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+0.0, +0.0, +0.0, 4096.0)
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/ 4096.0;
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float4 LinearRGBToICtCP(float4 c)
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{
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return LMStoICtCp * EOTF_inv(RGBtoLMS * c);
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return LMStoICtCp * HLG(RGBtoLMS * c);
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}
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/***** ICtCp <--> Linear *****/
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@ -65,7 +85,7 @@ mat4 LMStoRGB = inverse(RGBtoLMS);
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float4 ICtCpToLinearRGB(float4 c)
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{
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return LMStoRGB * EOTF(ICtCptoLMS * c);
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return LMStoRGB * HLG_inv(ICtCptoLMS * c);
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}
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void main()
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@ -88,19 +108,19 @@ void main()
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// Scale the color in perceptual space depending on the percieved luminance.
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//
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// At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
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// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
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// color will appear to be unchanged. This is important as we don't want to
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// over expose dark colors which would not have otherwise been seen.
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//
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// At high luminances, ~1.0, pow(EOTF_AMPLIFICATION, ~1.0) ~= EOTF_AMPLIFICATION,
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// which is equivilant to scaling the color by EOTF_AMPLIFICATION. This is
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// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
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// which is equivilant to scaling the color by AMPLIFICATION. This is
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// important as we want to get the most out of the display, and we want to
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// get bright colors to hit their target brightness.
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//
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// For more information, see this desmos demonstrating this scaling process:
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// https://www.desmos.com/calculator/syjyrjsj5c
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const float luminance = ictcp_color.x;
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ictcp_color *= pow(EOTF_AMPLIFICATION, luminance);
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float exposure = length(ictcp_color.xyz);
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ictcp_color *= pow(HLG_f(AMPLIFICATION), exposure);
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// Convert back to Linear RGB and output the color to the display.
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// We use hdr_paper_white to renormalize the color to the comfortable
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