// Copyright (C) 2024 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 440 #extension GL_GOOGLE_include_directive : enable #include "uniformbuffer.glsl" #include "colortransfer.glsl" #include "colorconvert.glsl" #include "hdrtonemapper.glsl" #include "texturecomponent.glsl" layout(location = 0) in vec2 texCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D plane1Texture; layout(binding = 2) uniform sampler2D plane2Texture; // This implements support HDR video using the HLG transfer functions, see also // https://en.wikipedia.org/wiki/Hybrid_log–gamma // https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2390-6-2019-PDF-E.pdf // https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2100-2-201807-I!!PDF-E.pdf // // Tonemapping is done using the same algorithm as for the PQ transfer function, but we // operate in HLG space here. void main() { float Y = getR16(plane1Texture, texCoord, ubuf.plane1Format, 1); vec2 UV = getRG16(plane2Texture, texCoord, ubuf.plane2Format); // map to Rec.2020 color space fragColor = vec4(Y, UV.x, UV.y, 1.); fragColor = ubuf.colorMatrix * fragColor; // tonemap float y = (Y - 16./256.)*256./219.; // Video range (16...235) float scale = tonemapScaleForLuminosity(y, ubuf.masteringWhite, ubuf.maxLum); fragColor *= scale; fragColor = convertHLGToLinear(fragColor, ubuf.maxLum); fragColor = convertRec2020ToSRGB(fragColor); fragColor *= ubuf.opacity; #ifndef QMM_OUTPUTSURFACE_LINEAR fragColor = convertSRGBFromLinear(fragColor); #endif }