obs-studio/libobs/data/default.effect
jpark37 87ab39c412 libobs: Render main texture for active color space
Preview will draw SDR white luminance from settings (default 300 nits)
when displayed on an HDR monitor rather than CCCS 80 nits.
2022-03-23 22:35:27 -07:00

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float multiplier;
sampler_state def_sampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertInOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertInOut VSDefault(VertInOut vert_in)
{
VertInOut vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = vert_in.uv;
return vert_out;
}
float4 PSDrawBare(VertInOut vert_in) : TARGET
{
return image.Sample(def_sampler, vert_in.uv);
}
float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
float alpha = rgba.a;
float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
return float4(rgba.rgb * multiplier, alpha);
}
float srgb_linear_to_nonlinear_channel(float u)
{
return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
}
float3 srgb_linear_to_nonlinear(float3 v)
{
return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
}
float srgb_nonlinear_to_linear_channel(float u)
{
return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
}
float3 srgb_nonlinear_to_linear(float3 v)
{
return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
}
float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
rgba.rgb *= rgba.a;
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
float4 PSDrawMultiply(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb *= multiplier;
return rgba;
}
float3 rec709_to_rec2020(float3 v)
{
float r = dot(v, float3(0.6274040f, 0.3292820f, 0.0433136f));
float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
return float3(r, g, b);
}
float3 rec2020_to_rec709(float3 v)
{
float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
return float3(r, g, b);
}
float reinhard_channel(float x)
{
return x / (x + 1.0);
}
float3 reinhard(float3 rgb)
{
return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
}
float4 PSDrawTonemap(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawBare(vert_in);
}
}
technique DrawAlphaDivide
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawAlphaDivide(vert_in);
}
}
technique DrawNonlinearAlpha
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawNonlinearAlpha(vert_in);
}
}
technique DrawSrgbDecompress
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompress(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);
}
}