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author | Niklas Haas <git@nand.wakku.to> | 2016-05-30 12:48:01 +0200 |
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committer | wm4 <wm4@nowhere> | 2016-05-30 16:58:25 +0200 |
commit | 15bb05d2fe7394478144d323a41023722d1a9d38 (patch) | |
tree | 0d5f2e57a53cb3856ae0ede262b45124db8ce326 /video/out/opengl/video.c | |
parent | 48015009b7f8073de1a81cf9624c104f071496bc (diff) | |
download | mpv-15bb05d2fe7394478144d323a41023722d1a9d38.tar.bz2 mpv-15bb05d2fe7394478144d323a41023722d1a9d38.tar.xz |
vo_opengl: add hable tone-mapping algorithm
Developed by John Hable for use in Uncharted 2. Also used by Frictional
Games in SOMA. Originally inspired by a filmic tone mapping algorithm
created by Kodak.
From http://frictionalgames.blogspot.de/2012/09/tech-feature-hdr-lightning.html
Diffstat (limited to 'video/out/opengl/video.c')
-rw-r--r-- | video/out/opengl/video.c | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c index 7bfcf17e2a..380e768126 100644 --- a/video/out/opengl/video.c +++ b/video/out/opengl/video.c @@ -385,6 +385,7 @@ const struct m_sub_options gl_video_conf = { OPT_CHOICE("hdr-tone-mapping", hdr_tone_mapping, 0, ({"clip", TONE_MAPPING_CLIP}, {"reinhard", TONE_MAPPING_REINHARD}, + {"hable", TONE_MAPPING_HABLE}, {"gamma", TONE_MAPPING_GAMMA}, {"linear", TONE_MAPPING_LINEAR})), OPT_FLOAT("tone-mapping-param", tone_mapping_param, 0), |