Saturate RGB values in non-PQ shaders to improve SDR streams of HDR displays

This avoids color shift caused by RGB values > 1.0f.
This commit is contained in:
Cameron Gutman 2023-04-04 22:22:48 -05:00
parent f04d5e12de
commit 65268212ee
2 changed files with 3 additions and 3 deletions

View File

@ -19,8 +19,8 @@ cbuffer ColorMatrix : register(b0) {
//--------------------------------------------------------------------------------------
float2 main_ps(FragTexWide input) : SV_Target
{
float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
float3 rgb_left = saturate(image.Sample(def_sampler, input.uuv.xz)).rgb;
float3 rgb_right = saturate(image.Sample(def_sampler, input.uuv.yz)).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;

View File

@ -18,7 +18,7 @@ struct PS_INPUT
float main_ps(PS_INPUT frag_in) : SV_Target
{
float3 rgb = image.Sample(def_sampler, frag_in.tex, 0).rgb;
float3 rgb = saturate(image.Sample(def_sampler, frag_in.tex, 0)).rgb;
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y * range_y.x + range_y.y;