#version 310 es precision highp float; layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform highp sampler2D Source; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float contrast; /* 2.0f; */ float paper_white_nits; /* 200.0f; */ float max_nits; /* 1000.0f; */ float expand_gamut; /* 1.0f; */ float inverse_tonemap; float hdr10; } global; /* Inverse Tonemap section */ #define kMaxNitsFor2084 10000.0f #define kEpsilon 0.0001f #define kLumaChannelRatio 0.25f vec3 InverseTonemap(vec3 sdr) { vec3 hdr; if(global.inverse_tonemap > 0.0f) { sdr = pow(abs(sdr), vec3(global.contrast / 2.2f)); /* Display Gamma - needs to be determined by calibration screen */ float luma = dot(sdr, vec3(0.2126, 0.7152, 0.0722)); /* Rec BT.709 luma coefficients - https://en.wikipedia.org/wiki/Luma_(video) */ /* Inverse reinhard tonemap */ float maxValue = (global.max_nits / global.paper_white_nits) + kEpsilon; float elbow = maxValue / (maxValue - 1.0f); float offset = 1.0f - ((0.5f * elbow) / (elbow - 0.5f)); float hdrLumaInvTonemap = offset + ((luma * elbow) / (elbow - luma)); float sdrLumaInvTonemap = luma / ((1.0f + kEpsilon) - luma); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */ float lumaInvTonemap = (luma > 0.5f) ? hdrLumaInvTonemap : sdrLumaInvTonemap; vec3 perLuma = sdr / (luma + kEpsilon) * lumaInvTonemap; vec3 hdrInvTonemap = offset + ((sdr * elbow) / (elbow - sdr)); vec3 sdrInvTonemap = sdr / ((1.0f + kEpsilon) - sdr); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */ vec3 perChannel = vec3(sdr.x > 0.5f ? hdrInvTonemap.x : sdrInvTonemap.x, sdr.y > 0.5f ? hdrInvTonemap.y : sdrInvTonemap.y, sdr.z > 0.5f ? hdrInvTonemap.z : sdrInvTonemap.z); hdr = mix(perLuma, perChannel, vec3(kLumaChannelRatio)); } else { hdr = sdr; } return hdr; } /* HDR10 section */ #define kMaxNitsFor2084 10000.0f const mat3 k709to2020 = mat3 ( 0.6274040f, 0.3292820f, 0.0433136f, 0.0690970f, 0.9195400f, 0.0113612f, 0.0163916f, 0.0880132f, 0.8955950f); /* START Converted from (Copyright (c) Microsoft Corporation - Licensed under the MIT License.) https://github.com/microsoft/Xbox-ATG-Samples/tree/master/Kits/ATGTK/HDR */ const mat3 kExpanded709to2020 = mat3 ( 0.6274040f, 0.3292820f, 0.0433136f, 0.0457456, 0.941777, 0.0124772, -0.00121055, 0.0176041, 0.983607); vec3 LinearToST2084(vec3 normalizedLinearValue) { vec3 ST2084 = pow((0.8359375f + 18.8515625f * pow(abs(normalizedLinearValue), vec3(0.1593017578f))) / (1.0f + 18.6875f * pow(abs(normalizedLinearValue), vec3(0.1593017578f))), vec3(78.84375f)); return ST2084; /* Don't clamp between [0..1], so we can still perform operations on scene values higher than 10,000 nits */ } /* END Converted from (Copyright (c) Microsoft Corporation - Licensed under the MIT License.) https://github.com/microsoft/Xbox-ATG-Samples/tree/master/Kits/ATGTK/HDR */ vec3 Hdr10(vec3 hdr) { vec3 hdr10; if(global.hdr10 > 0.0f) { /* Now convert into HDR10 */ vec3 rec2020 = hdr * k709to2020; if(global.expand_gamut > 0.0f) { rec2020 = hdr * kExpanded709to2020; } vec3 linearColour = rec2020 * (global.paper_white_nits / kMaxNitsFor2084); hdr10 = LinearToST2084(linearColour); } else { hdr10 = hdr; } return hdr10; } void main() { vec4 sdr = texture(Source, vTexCoord); vec4 hdr = vec4(InverseTonemap(sdr.rgb), sdr.a); FragColor = vec4(Hdr10(hdr.rgb), hdr.a); }