From 9e04018f920c6c8eed46a779af00f9543e6539d6 Mon Sep 17 00:00:00 2001 From: Niklas Haas Date: Thu, 6 Jul 2017 05:43:00 +0200 Subject: 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. --- video/out/opengl/video_shaders.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'video/out/opengl/video_shaders.h') 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); -- cgit v1.2.3