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authorNiklas Haas <git@haasn.xyz>2017-07-06 05:43:00 +0200
committerNiklas Haas <git@haasn.xyz>2017-07-06 05:43:00 +0200
commit9e04018f920c6c8eed46a779af00f9543e6539d6 (patch)
treed88e2b05dfb2f6f2a9d902d69357ef976ab99017 /video/out/opengl/video_shaders.h
parent6f77444f6c2d82feeebcd46a2b2f7ae3252648ef (diff)
downloadmpv-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.h2
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);