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https://github.com/mpv-player/mpv
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vo_opengl: tone map on the maximum signal component
This actually makes sure we don't decolor due to clipping even when the signal itself exceeds the luma by a significant factor, which was pretty common for saturated blues (and to a lesser degree, reds) - most noticeable in skies etc. This prevents the turn-the-sky-cyan effect of mobius tone mapping, and should also improve the other tone mapping modes in quality.
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@ -581,9 +581,18 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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{
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GLSLF("// HDR tone mapping\n");
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// To prevent discoloration, we tone map on the luminance only
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// Desaturate the color using a coefficient dependent on the luminance
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GLSL(float luma = dot(src_luma, color.rgb);)
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GLSL(float luma_orig = luma;)
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if (desat > 0) {
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GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat);
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GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
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}
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// To prevent discoloration due to out-of-bounds clipping, we need to make
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// sure to reduce the value range as far as necessary to keep the entire
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// signal in range, so tone map based on the brightest component.
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GLSL(float sig = max(max(color.r, color.g), color.b);)
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GLSL(float sig_orig = sig;)
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if (!ref_peak) {
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// For performance, we want to do as few atomic operations on global
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@ -591,7 +600,7 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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// We also want slightly more stable values, so use the group average
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// instead of the group max
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GLSLHF("shared uint group_sum = 0;\n");
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GLSLF("atomicAdd(group_sum, uint(luma * %f));\n", MP_REF_WHITE);
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GLSLF("atomicAdd(group_sum, uint(sig * %f));\n", MP_REF_WHITE);
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// Have one thread in each work group update the frame maximum
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GLSL(memoryBarrierBuffer();)
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@ -619,15 +628,9 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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GLSLHF("const float sig_peak = %f;\n", ref_peak);
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}
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// Desaturate the color using a coefficient dependent on the brightness
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if (desat > 0) {
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GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat);
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GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
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}
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switch (algo) {
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case TONE_MAPPING_CLIP:
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GLSLF("luma = clamp(%f * luma, 0.0, 1.0);\n", isnan(param) ? 1.0 : param);
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GLSLF("sig = clamp(%f * sig, 0.0, 1.0);\n", isnan(param) ? 1.0 : param);
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break;
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case TONE_MAPPING_MOBIUS:
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@ -638,15 +641,15 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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GLSLF("const float b = (j*j - 2*j*sig_peak + sig_peak) / "
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"max(1e-6, sig_peak - 1);\n");
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GLSLF("const float scale = (b*b + 2*b*j + j*j) / (b-a);\n");
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GLSL(luma = mix(luma, scale * (luma + a) / (luma + b), luma > j);)
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GLSL(sig = mix(sig, scale * (sig + a) / (sig + b), sig > j);)
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break;
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case TONE_MAPPING_REINHARD: {
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float contrast = isnan(param) ? 0.5 : param,
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offset = (1.0 - contrast) / contrast;
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GLSLF("luma = luma / (luma + %f);\n", offset);
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GLSLF("const float lumascale = (sig_peak + %f) / sig_peak;\n", offset);
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GLSL(luma *= lumascale;)
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GLSLF("sig = sig / (sig + %f);\n", offset);
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GLSLF("const float scale = (sig_peak + %f) / sig_peak;\n", offset);
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GLSL(sig *= scale;)
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break;
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}
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@ -656,19 +659,21 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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GLSLHF("return ((x * (%f*x + %f)+%f)/(x * (%f*x + %f) + %f)) - %f;\n",
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A, C*B, D*E, A, B, D*F, E/F);
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GLSLHF("}\n");
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GLSL(luma = hable(luma) / hable(sig_peak);)
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GLSL(sig = hable(sig) / hable(sig_peak);)
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break;
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}
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case TONE_MAPPING_GAMMA: {
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float gamma = isnan(param) ? 1.8 : param;
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GLSLF("luma = pow(luma / sig_peak, %f);\n", 1.0/gamma);
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GLSLF("const float cutoff = 0.05, gamma = %f;\n", 1.0/gamma);
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GLSL(float scale = pow(cutoff / sig_peak, gamma) / cutoff;)
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GLSL(sig = sig > cutoff ? pow(sig / sig_peak, gamma) : scale * sig;)
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break;
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}
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case TONE_MAPPING_LINEAR: {
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float coeff = isnan(param) ? 1.0 : param;
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GLSLF("luma = %f / sig_peak * luma;\n", coeff);
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GLSLF("sig = %f / sig_peak * sig;\n", coeff);
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break;
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}
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@ -676,8 +681,9 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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abort();
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}
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// Apply the computed brightness difference back to the original color
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GLSL(color.rgb *= luma / luma_orig;)
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// Apply the computed scale factor to the color, linearly to prevent
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// discoloration
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GLSL(color.rgb *= sig / sig_orig;)
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}
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// Map colors from one source space to another. These source spaces must be
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