libobs: Add more color handling to default/opaque

master
jpark37 2022-02-20 20:50:10 -08:00 committed by Jim
parent 02aa833950
commit 08f50a7d22
2 changed files with 176 additions and 0 deletions

View File

@ -62,6 +62,14 @@ float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
return rgba;
}
float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
rgba.rgb *= multiplier;
return rgba;
}
float4 PSDrawMultiply(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
@ -88,6 +96,23 @@ float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
return rgba;
}
float4 PSDrawPQ(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = st2084_to_linear(rgba.rgb) * multiplier;
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = st2084_to_linear(rgba.rgb) * multiplier;
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
technique Draw
{
pass
@ -133,6 +158,15 @@ technique DrawSrgbDecompress
}
}
technique DrawSrgbDecompressMultiply
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompressMultiply(vert_in);
}
}
technique DrawMultiply
{
pass
@ -159,3 +193,21 @@ technique DrawMultiplyTonemap
pixel_shader = PSDrawMultiplyTonemap(vert_in);
}
}
technique DrawPQ
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawPQ(vert_in);
}
}
technique DrawTonemapPQ
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawTonemapPQ(vert_in);
}
}

View File

@ -1,5 +1,8 @@
#include "color.effect"
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float multiplier;
sampler_state def_sampler {
Filter = Linear;
@ -25,6 +28,64 @@ float4 PSDraw(VertInOut vert_in) : TARGET
return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
}
float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, 1.0);
}
float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb = srgb_nonlinear_to_linear(rgb);
rgb *= multiplier;
return float4(rgb, 1.0);
}
float4 PSDrawMultiply(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb *= multiplier;
return float4(rgb, 1.0);
}
float4 PSDrawTonemap(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb = rec709_to_rec2020(rgb);
rgb = reinhard(rgb);
rgb = rec2020_to_rec709(rgb);
return float4(rgb, 1.0);
}
float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb *= multiplier;
rgb = rec709_to_rec2020(rgb);
rgb = reinhard(rgb);
rgb = rec2020_to_rec709(rgb);
return float4(rgb, 1.0);
}
float4 PSDrawPQ(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb = st2084_to_linear(rgb) * multiplier;
rgb = rec2020_to_rec709(rgb);
return float4(rgb, 1.0);
}
float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
rgb = st2084_to_linear(rgb) * multiplier;
rgb = reinhard(rgb);
rgb = rec2020_to_rec709(rgb);
return float4(rgb, 1.0);
}
technique Draw
{
pass
@ -33,3 +94,66 @@ technique Draw
pixel_shader = PSDraw(vert_in);
}
}
technique DrawSrgbDecompress
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompress(vert_in);
}
}
technique DrawSrgbDecompressMultiply
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompressMultiply(vert_in);
}
}
technique DrawMultiply
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMultiply(vert_in);
}
}
technique DrawTonemap
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawTonemap(vert_in);
}
}
technique DrawMultiplyTonemap
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMultiplyTonemap(vert_in);
}
}
technique DrawPQ
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawPQ(vert_in);
}
}
technique DrawTonemapPQ
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawTonemapPQ(vert_in);
}
}