/* [configuration] [OptionRangeFloat] GUIName = Amplificiation OptionName = AMPLIFICATION MinValue = 1.0 MaxValue = 6.0 StepAmount = 0.25 DefaultValue = 2.5 [OptionRangeFloat] GUIName = Desaturation OptionName = DESATURATION MinValue = 0.0 MaxValue = 1.0 StepAmount = 0.1 DefaultValue = 0.0 [/configuration] */ /***** Linear <--> Oklab *****/ const mat4 RGBtoLMS = mat4( 0.4122214708, 0.2119034982, 0.0883024619, 0.0000000000, 0.5363325363, 0.6806995451, 0.2817188376, 0.0000000000, 0.0514459929, 0.1073969566, 0.6299787005, 0.0000000000, 0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000); const mat4 LMStoOklab = mat4( 0.2104542553, 1.9779984951, 0.0259040371, 0.0000000000, 0.7936177850, -2.4285922050, 0.7827717662, 0.0000000000, -0.0040720468, 0.4505937099, -0.8086757660, 0.0000000000, 0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000); float4 LinearRGBToOklab(float4 c) { return LMStoOklab * pow(RGBtoLMS * c, float4(1.0 / 3.0)); } const mat4 OklabtoLMS = mat4( 1.0000000000, 1.0000000000, 1.0000000000, 0.0000000000, 0.3963377774, -0.1055613458, -0.0894841775, 0.0000000000, 0.2158037573, -0.0638541728, -1.2914855480, 0.0000000000, 0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000); const mat4 LMStoRGB = mat4( 4.0767416621, -1.2684380046, -0.0041960863, 0.0000000000, -3.3077115913, 2.6097574011, -0.7034186147, 0.0000000000, 0.2309699292, -0.3413193965, 1.7076147010, 0.0000000000, 0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000); float4 OklabToLinearRGB(float4 c) { return max(LMStoRGB * pow(OklabtoLMS * c, float4(3.0)), 0.0); } void main() { float4 color = Sample(); // Nothing to do here, we are in SDR if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) { SetOutput(color); return; } // Renormalize Color to be in SDR Space const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits; color.rgb /= hdr_paper_white; // Convert Color to Oklab (previous conditions garuntee color is linear) float4 oklab_color = LinearRGBToOklab(color); // Amount to raise hdr_paper_white to the power of. // We divide by 3 because Oklab is a cubic space, this accounts for that. float lum_pow = pow(oklab_color.x, 1.0) / 3.0; float sat_pow = pow(oklab_color.x, DESATURATION) / 3.0; // The reason we raise hdr_paper_white to a power is so that at low // luminosities, very little about the colors / brightnesses change. // However at luminosities of 1.0, the colors and brightnesses are // able to reach the full range of hdr_paper_white. // This is the key to PerceptualHDR working. oklab_color.x *= pow(AMPLIFICATION, lum_pow); oklab_color.z *= pow(AMPLIFICATION, sat_pow); oklab_color.y *= pow(AMPLIFICATION, sat_pow); SetOutput(hdr_paper_white * OklabToLinearRGB(oklab_color)); }