// 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 uses the PQ transfer function, see also https://en.wikipedia.org/wiki/Perceptual_quantizer // or https://ieeexplore.ieee.org/document/7291452 // // Tonemapping into the RGB range supported by the output is done using // https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2390-6-2019-PDF-E.pdf, section 5.4 // // masteringWhite in PQ values, not in linear. maxOutLum as defined in the doc above // we assume that masteringBlack == 0, and minLum == 0 to simplify the calculations // // The calculation calculates a new luminosity in non linear space and scales the UV // components before linearizing. This corresponds to option (2) at the end of section 5.4. // This option was chosen as it keeps the colors correct while as well as being computationally // cheapest. 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 = convertPQToLinear(fragColor); fragColor = convertRec2020ToSRGB(fragColor); fragColor *= ubuf.opacity; #ifndef QMM_OUTPUTSURFACE_LINEAR fragColor = convertSRGBFromLinear(fragColor); #endif }