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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
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')
-rw-r--r--video/out/gpu/video.c2
-rw-r--r--video/out/gpu/video_shaders.c18
2 files changed, 11 insertions, 9 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,
};
diff --git a/video/out/gpu/video_shaders.c b/video/out/gpu/video_shaders.c
index eb629a13ca..7081a10fef 100644
--- a/video/out/gpu/video_shaders.c
+++ b/video/out/gpu/video_shaders.c
@@ -565,18 +565,19 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
{
GLSLF("// HDR tone mapping\n");
- // Desaturate the color using a coefficient dependent on the luminance
- GLSL(float luma = dot(dst_luma, color.rgb);)
- if (desat > 0) {
- GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat);
- GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
- }
-
// To prevent discoloration due to out-of-bounds clipping, we need to make
// sure to reduce the value range as far as necessary to keep the entire
// signal in range, so tone map based on the brightest component.
GLSL(float sig = max(max(color.r, color.g), color.b);)
- GLSL(float sig_orig = sig;)
+
+ // Desaturate the color using a coefficient dependent on the signal
+ if (desat > 0) {
+ GLSL(float luma = dot(dst_luma, color.rgb);)
+ GLSL(float coeff = max(sig - 0.18, 1e-6) / max(sig, 1e-6););
+ GLSLF("coeff = pow(coeff, %f);\n", 10.0 / desat);
+ GLSL(color.rgb = mix(color.rgb, vec3(luma), coeff);)
+ GLSL(sig = mix(sig, luma, coeff);) // also make sure to update `sig`
+ }
if (!ref_peak) {
// For performance, we want to do as few atomic operations on global
@@ -612,6 +613,7 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
GLSLHF("const float sig_peak = %f;\n", ref_peak);
}
+ GLSL(float sig_orig = sig;)
switch (algo) {
case TONE_MAPPING_CLIP:
GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param);