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authorNiklas Haas <git@nand.wakku.to>2016-05-30 12:48:01 +0200
committerwm4 <wm4@nowhere>2016-05-30 16:58:25 +0200
commit15bb05d2fe7394478144d323a41023722d1a9d38 (patch)
tree0d5f2e57a53cb3856ae0ede262b45124db8ce326 /video/out/opengl/video.c
parent48015009b7f8073de1a81cf9624c104f071496bc (diff)
downloadmpv-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.c1
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),