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-rw-r--r--video/out/gl_video.c5
-rw-r--r--video/out/gl_video_shaders.glsl7
2 files changed, 8 insertions, 4 deletions
diff --git a/video/out/gl_video.c b/video/out/gl_video.c
index 52ad1a66f4..2c6e2d35b7 100644
--- a/video/out/gl_video.c
+++ b/video/out/gl_video.c
@@ -926,7 +926,10 @@ static void compile_shaders(struct gl_video *p)
shader_def_opt(&header, "USE_ALPHA", p->has_alpha);
char *header_osd = talloc_strdup(tmp, header);
- shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV", use_cms);
+ shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_APPROX",
+ use_cms && p->opts.approx_gamma);
+ shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_BT2020",
+ use_cms && !p->opts.approx_gamma);
shader_def_opt(&header_osd, "USE_OSD_CMS_MATRIX", use_cms_matrix);
shader_def_opt(&header_osd, "USE_OSD_3DLUT", p->use_lut_3d);
// 3DLUT overrides SRGB
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl
index 37834dc948..6019b78243 100644
--- a/video/out/gl_video_shaders.glsl
+++ b/video/out/gl_video_shaders.glsl
@@ -88,13 +88,14 @@ void main() {
gl_Position = vec4(position, 1);
color = vertex_color;
-#ifdef USE_OSD_LINEAR_CONV
// Although we are not scaling in linear light, both 3DLUT and SRGB still
// operate on linear light inputs so we have to convert to it before
// either step can be applied.
+#ifdef USE_OSD_LINEAR_CONV_APPROX
+ color.rgb = pow(color.rgb, vec3(1.95));
+#endif
+#ifdef USE_OSD_LINEAR_CONV_BT2020
color.rgb = bt2020_expand(color.rgb);
- // NOTE: This always applies the true BT2020, maybe we need to use
- // approx-gamma here too?
#endif
#ifdef USE_OSD_CMS_MATRIX
// Convert to the right target gamut first (to BT.709 for sRGB,