vibrancy is applied to the world only, as it should be

This commit is contained in:
minjaesong
2023-09-13 15:09:31 +09:00
parent f34a9db24c
commit 79892f2525
8 changed files with 102 additions and 79 deletions

View File

@@ -28,37 +28,9 @@ uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
const vec2 boolean = vec2(0.0, 1.0);
const mat4 rgb_to_ycocg = mat4(
0.25, 1.0, -0.5, 0.0,
0.5, 0.0, 1.0, 0.0,
0.25, -1.0, -0.5, 0.0,
0.0, 0.0, 0.0, 1.0
);
const mat4 ycocg_to_rgb = mat4(
1.0, 1.0, 1.0, 0.0,
0.5, 0.0, -0.5, 0.0,
-0.5, 0.5, -0.5, 0.0,
0.0, 0.0, 0.0, 1.0
);
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
out vec4 fragColor;
void main(void) {
// convert input RGB into YCoCg
vec4 incolour = texture(u_texture, v_texCoords);
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
// Do colour-grading magic
vec4 sgn = sign(yog);
vec4 absval = abs(yog);
vec4 raised = pow(absval, boolean.yyyy / vibrancy);
vec4 newColour = sgn * raised;
// Dither the output
vec4 graded = ycocg_to_rgb * newColour;
fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
fragColor = fma(incolour, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
}