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-rw-r--r--system/shaders/output_d3d.fx20
1 files changed, 11 insertions, 9 deletions
diff --git a/system/shaders/output_d3d.fx b/system/shaders/output_d3d.fx
index a3f73412f8..eebc200a19 100644
--- a/system/shaders/output_d3d.fx
+++ b/system/shaders/output_d3d.fx
@@ -96,16 +96,13 @@ float3 inversePQ(float3 x)
}
#endif
#if defined(KODI_HLG_TO_PQ)
-float inverseHLG(float x)
+float3 inverseHLG(float3 x)
{
const float B67_a = 0.17883277f;
const float B67_b = 0.28466892f;
const float B67_c = 0.55991073f;
const float B67_inv_r2 = 4.0f;
- if (x <= 0.5f)
- x = x * x * B67_inv_r2;
- else
- x = exp((x - B67_c) / B67_a) + B67_b;
+ x = (x <= 0.5f) ? x * x * B67_inv_r2 : exp((x - B67_c) / B67_a) + B67_b;
return x;
}
@@ -139,9 +136,7 @@ float4 output4(float4 color, float2 uv)
color.rgb = pow(color.rgb, 1.0f / 2.2f);
#endif
#if defined(KODI_HLG_TO_PQ)
- color.r = inverseHLG(color.r);
- color.g = inverseHLG(color.g);
- color.b = inverseHLG(color.b);
+ color.rgb = inverseHLG(color.rgb);
float3 ootf_2020 = float3(0.2627f, 0.6780f, 0.0593f);
float ootf_ys = 2000.0f * dot(ootf_2020, color.rgb);
color.rgb *= pow(ootf_ys, 0.2f);
@@ -169,6 +164,13 @@ float4 output(float3 color, float2 uv)
#if defined(KODI_OUTPUT_T)
#include "convolution_d3d.fx"
+
+#if (defined(KODI_TONE_MAPPING_ACES) || defined(KODI_TONE_MAPPING_HABLE) || defined(KODI_HLG_TO_PQ))
+#define PS_PROFILE ps_4_0_level_9_3
+#else
+#define PS_PROFILE ps_4_0_level_9_1
+#endif
+
float3 m_params; // 0 - range (0 - full, 1 - limited), 1 - contrast, 2 - brightness
float4 OUTPUT_PS(VS_OUTPUT In) : SV_TARGET
@@ -189,7 +191,7 @@ technique11 OUTPUT_T
pass P0
{
SetVertexShader( VS_SHADER );
- SetPixelShader( CompileShader( ps_4_0_level_9_3, OUTPUT_PS() ) );
+ SetPixelShader( CompileShader( PS_PROFILE, OUTPUT_PS() ) );
}
};
#endif \ No newline at end of file