libobs: Use left chroma location for SDR

Top-left chroma should be for Rec. 2020/2100.
master
jpark37 2022-07-30 21:34:35 -07:00 committed by Jim
parent 68499222ad
commit 3a43fc4a07
1 changed files with 18 additions and 24 deletions

View File

@ -299,13 +299,11 @@ float2 PS_P010_HLG_UV_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
return uv;
}
float2 PS_P010_SRGB_UV_WideWide(FragTexWideWide frag_in) : TARGET
float2 PS_P010_SRGB_UV_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * 0.25;
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
rgb = srgb_linear_to_nonlinear(rgb);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
@ -372,13 +370,11 @@ float PS_I010_HLG_U_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
return u * (1023. / 65535.);
}
float PS_I010_SRGB_U_WideWide(FragTexWideWide frag_in) : TARGET
float PS_I010_SRGB_U_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * 0.25;
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
rgb = srgb_linear_to_nonlinear(rgb);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
return u * (1023. / 65535.);
@ -410,13 +406,11 @@ float PS_I010_HLG_V_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
return v * (1023. / 65535.);
}
float PS_I010_SRGB_V_WideWide(FragTexWideWide frag_in) : TARGET
float PS_I010_SRGB_V_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * 0.25;
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
rgb = srgb_linear_to_nonlinear(rgb);
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
return v * (1023. / 65535.);
@ -841,8 +835,8 @@ technique I010_SRGB_U
{
pass
{
vertex_shader = VSTexPos_TopLeft(id);
pixel_shader = PS_I010_SRGB_U_WideWide(frag_in);
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_I010_SRGB_U_Wide(frag_in);
}
}
@ -868,8 +862,8 @@ technique I010_SRGB_V
{
pass
{
vertex_shader = VSTexPos_TopLeft(id);
pixel_shader = PS_I010_SRGB_V_WideWide(frag_in);
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_I010_SRGB_V_Wide(frag_in);
}
}
@ -922,8 +916,8 @@ technique P010_SRGB_UV
{
pass
{
vertex_shader = VSTexPos_TopLeft(id);
pixel_shader = PS_P010_SRGB_UV_WideWide(frag_in);
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_P010_SRGB_UV_Wide(frag_in);
}
}