summaryrefslogtreecommitdiffstats
path: root/video/out/gpu/video.c
diff options
context:
space:
mode:
authorNiklas Haas <git@haasn.xyz>2017-10-25 17:05:52 +0200
committerNiklas Haas <git@haasn.xyz>2017-10-25 17:24:27 +0200
commitc2d4fd0ef43e44c5c8caee13ae486ae05784c3a5 (patch)
treec5b7ca23177655b20cc2da382b6b175e6476ceef /video/out/gpu/video.c
parentec8cad40f243870bd7e9b030771a7052089058fa (diff)
downloadmpv-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 'video/out/gpu/video.c')
-rw-r--r--video/out/gpu/video.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/gpu/video.c b/video/out/gpu/video.c
index 9191f062b6..eca74b4bb3 100644
--- a/video/out/gpu/video.c
+++ b/video/out/gpu/video.c
@@ -311,7 +311,7 @@ static const struct gl_video_opts gl_video_opts_def = {
.gamma = 1.0f,
.tone_mapping = TONE_MAPPING_MOBIUS,
.tone_mapping_param = NAN,
- .tone_mapping_desat = 2.0,
+ .tone_mapping_desat = 1.0,
.early_flush = -1,
};