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author | Niklas Haas <git@haasn.xyz> | 2017-07-06 05:43:00 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-07-06 05:43:00 +0200 |
commit | 9e04018f920c6c8eed46a779af00f9543e6539d6 (patch) | |
tree | d88e2b05dfb2f6f2a9d902d69357ef976ab99017 /video/out/opengl/video_shaders.h | |
parent | 6f77444f6c2d82feeebcd46a2b2f7ae3252648ef (diff) | |
download | mpv-9e04018f920c6c8eed46a779af00f9543e6539d6.tar.bz2 mpv-9e04018f920c6c8eed46a779af00f9543e6539d6.tar.xz |
vo_opengl: add --tone-mapping-desaturate
This helps prevent unnaturally, weirdly colorized blown out highlights
for direct images of the sunlit sky and other way-too-bright HDR
content. I was debating whether to set the default at 1.0 or 2.0, but
went with the more conservative option that preserves more detail/color.
Diffstat (limited to 'video/out/opengl/video_shaders.h')
-rw-r--r-- | video/out/opengl/video_shaders.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/opengl/video_shaders.h b/video/out/opengl/video_shaders.h index 6498033ad1..b0b8b4214e 100644 --- a/video/out/opengl/video_shaders.h +++ b/video/out/opengl/video_shaders.h @@ -44,7 +44,7 @@ void pass_inverse_ootf(struct gl_shader_cache *sc, enum mp_csp_light light, floa void pass_color_map(struct gl_shader_cache *sc, struct mp_colorspace src, struct mp_colorspace dst, enum tone_mapping algo, float tone_mapping_param, - bool skip_linearization); + float tone_mapping_desat, bool is_linear); void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts, AVLFG *lfg); |