2023-06-14 16:42:55 +04:00

64 lines
2.0 KiB
Metal

#include <metal_stdlib>
#include "EditorCommon.h"
#include "EditorUtils.h"
using namespace metal;
static inline float sRGBnonLinearNormToLinear(float normV) {
if (normV <= 0.04045f) {
normV *= (1.0f / 12.92f);
} else {
const float a = 0.055f;
const float gamma = 2.4f;
normV = (normV + a) * (1.0f / (1.0f + a));
normV = pow(normV, gamma);
}
return normV;
}
static inline float4 sRGBGammaDecode(const float4 rgba) {
float4 result = rgba;
result.r = sRGBnonLinearNormToLinear(rgba.r);
result.g = sRGBnonLinearNormToLinear(rgba.g);
result.b = sRGBnonLinearNormToLinear(rgba.b);
return rgba;
}
static inline float4 BT709Decode(const float Y, const float Cb, const float Cr) {
float Yn = Y;
float Cbn = (Cb - (128.0f/255.0f));
float Crn = (Cr - (128.0f/255.0f));
float3 YCbCr = float3(Yn, Cbn, Crn);
const float3x3 kColorConversion709 = float3x3(float3(1.0, 1.0, 1.0),
float3(0.0f, -0.18732, 1.8556),
float3(1.5748, -0.46812, 0.0));
float3 rgb = kColorConversion709 * YCbCr;
rgb = saturate(rgb);
return float4(rgb.r, rgb.g, rgb.b, 1.0f);
}
fragment float4 bt709ToRGBFragmentShader(RasterizerData in [[stage_in]],
texture2d<half, access::sample> inYTexture [[texture(0)]],
texture2d<half, access::sample> inUVTexture [[texture(1)]]
)
{
constexpr sampler textureSampler (mag_filter::nearest, min_filter::nearest);
float Y = float(inYTexture.sample(textureSampler, in.texCoord).r);
half2 uvSamples = inUVTexture.sample(textureSampler, in.texCoord).rg;
float Cb = float(uvSamples[0]);
float Cr = float(uvSamples[1]);
float4 pixel = BT709Decode(Y, Cb, Cr);
pixel = sRGBGammaDecode(pixel);
//pixel.rgb = pow(pixel.rgb, 1.0 / 2.2);
return pixel;
}