Use gamma-corrected mixing in shaders
This commit is contained in:
parent
096eb78be7
commit
e88a48e0a1
@ -158,8 +158,5 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
|
||||
ret *= output_resolution.y - pixel_position.y;
|
||||
}
|
||||
|
||||
// Gamma correction
|
||||
ret = pow(ret, vec4(0.72));
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -12,7 +12,7 @@ STATIC vec3 rgb_to_hq_colospace(vec4 rgb)
|
||||
STATIC bool is_different(vec4 a, vec4 b)
|
||||
{
|
||||
vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
|
||||
return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
|
||||
return diff.x > 0.018 || diff.y > 0.002 || diff.z > 0.005;
|
||||
}
|
||||
|
||||
#define P(m, r) ((pattern & (m)) == (r))
|
||||
@ -84,7 +84,7 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
|
||||
return interp_3px(w4, 2.0, w0, 1.0, w3, 1.0);
|
||||
}
|
||||
if (P(0x2f,0x2f)) {
|
||||
return interp_3px(w4, 1.04, w3, 1.0, w1, 1.0);
|
||||
return interp_3px(w4, 4.0, w3, 1.0, w1, 1.0);
|
||||
}
|
||||
if (P(0xbf,0x37) || P(0xdb,0x13)) {
|
||||
return interp_3px(w4, 5.0, w1, 2.0, w3, 1.0);
|
||||
|
@ -9,14 +9,22 @@ uniform vec2 origin;
|
||||
#define equal(x, y) ((x) == (y))
|
||||
#define inequal(x, y) ((x) != (y))
|
||||
#define STATIC
|
||||
#define GAMMA (2.2)
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
vec4 _texture(sampler2D t, vec2 pos)
|
||||
{
|
||||
return pow(texture(t, pos), vec4(GAMMA));
|
||||
}
|
||||
|
||||
#define texture _texture
|
||||
|
||||
#line 1
|
||||
{filter}
|
||||
|
||||
|
||||
#define BLEND_BIAS (1.0/3.0)
|
||||
#define BLEND_BIAS (2.0/5.0)
|
||||
|
||||
#define DISABLED 0
|
||||
#define SIMPLE 1
|
||||
@ -58,7 +66,7 @@ void main()
|
||||
break;
|
||||
}
|
||||
|
||||
frag_color = mix(scale(image, position, input_resolution, output_resolution),
|
||||
scale(previous_image, position, input_resolution, output_resolution), ratio);
|
||||
frag_color = pow(mix(scale(image, position, input_resolution, output_resolution),
|
||||
scale(previous_image, position, input_resolution, output_resolution), ratio), vec4(1.0 / GAMMA));
|
||||
|
||||
}
|
||||
|
@ -12,6 +12,7 @@ typedef texture2d<half> sampler2D;
|
||||
#define equal(x, y) all((x) == (y))
|
||||
#define inequal(x, y) any((x) != (y))
|
||||
#define STATIC static
|
||||
#define GAMMA (2.2)
|
||||
|
||||
typedef struct {
|
||||
float4 position [[position]];
|
||||
@ -36,7 +37,7 @@ vertex rasterizer_data vertex_shader(uint index [[ vertex_id ]],
|
||||
static inline float4 texture(texture2d<half> texture, float2 pos)
|
||||
{
|
||||
constexpr sampler texture_sampler;
|
||||
return float4(texture.sample(texture_sampler, pos));
|
||||
return pow(float4(texture.sample(texture_sampler, pos)), GAMMA);
|
||||
}
|
||||
|
||||
#line 1
|
||||
@ -87,7 +88,7 @@ fragment float4 fragment_shader(rasterizer_data in [[stage_in]],
|
||||
break;
|
||||
}
|
||||
|
||||
return mix(scale(image, in.texcoords, input_resolution, *output_resolution),
|
||||
scale(previous_image, in.texcoords, input_resolution, *output_resolution), ratio);
|
||||
return pow(mix(scale(image, in.texcoords, input_resolution, *output_resolution),
|
||||
scale(previous_image, in.texcoords, input_resolution, *output_resolution), ratio), 1 / GAMMA);
|
||||
}
|
||||
|
||||
|
@ -19,7 +19,7 @@ STATIC vec3 rgb_to_hq_colospace(vec4 rgb)
|
||||
STATIC bool is_different(vec4 a, vec4 b)
|
||||
{
|
||||
vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
|
||||
return diff.x > 0.125 || diff.y > 0.027 || diff.z > 0.031;
|
||||
return diff.x > 0.018 || diff.y > 0.002 || diff.z > 0.005;
|
||||
}
|
||||
|
||||
#define P(m, r) ((pattern & (m)) == (r))
|
||||
|
Loading…
Reference in New Issue
Block a user