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author | Niklas Haas <git@haasn.xyz> | 2017-10-25 17:05:52 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-10-25 17:24:27 +0200 |
commit | c2d4fd0ef43e44c5c8caee13ae486ae05784c3a5 (patch) | |
tree | c5b7ca23177655b20cc2da382b6b175e6476ceef /options | |
parent | ec8cad40f243870bd7e9b030771a7052089058fa (diff) | |
download | mpv-c2d4fd0ef43e44c5c8caee13ae486ae05784c3a5.tar.bz2 mpv-c2d4fd0ef43e44c5c8caee13ae486ae05784c3a5.tar.xz |
vo_gpu: change --tone-mapping-desaturate algorithm
Comparing mpv's implementation against the ACES ODR reference samples
and algorithms, it seems like they're happy desaturating highlights
_way_ more aggressively than mpv currently does. And indeed, looking at
some example clips like The Redwoods (which is actually well-mastered),
the current desaturation produces unnatural-looking brightness fringes
where the sky meets the treeline.
Adjust the algorithm to make it apply to a much larger, more gradual
brightness region; and change the interpretation of the parameter. As a
bonus, the new parameter is actually sanely scaled (higher values = more
desaturation). Also, make it scale based on the signal level instead of
the luminance, to avoid under-desaturating bright blues.
Diffstat (limited to 'options')
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