From 9c9d3e7b25c85368f9e8f24d6f5f7f5cc49510e3 Mon Sep 17 00:00:00 2001 From: Niklas Haas Date: Fri, 7 Jul 2017 11:26:30 +0200 Subject: vo_opengl: prevent desat from blowing up for negative The current algorithm blew up when the color was negative, such as the case when downscaling with dscale=mitchell or other algorithms that introduce negative ringing. The simplest solution is to just slightly change the calculation to force both parameters to be in-range. --- video/out/opengl/video_shaders.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c index 38d7939f96..5795a36985 100644 --- a/video/out/opengl/video_shaders.c +++ b/video/out/opengl/video_shaders.c @@ -532,7 +532,7 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak, // Desaturate the color using a coefficient dependent on the brightness if (desat > 0 && ref_peak > desat) { - GLSLF("float overbright = max(0.0, (luma - %f) / (luma + 1e-6));\n", desat); + GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat); GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);) } -- cgit v1.2.3