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libobs: Render main texture for active color space
Preview will draw SDR white luminance from settings (default 300 nits) when displayed on an HDR monitor rather than CCCS 80 nits.
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@@ -1,5 +1,6 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float multiplier;
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sampler_state def_sampler {
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Filter = Linear;
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@@ -69,6 +70,48 @@ float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
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return rgba;
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}
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float4 PSDrawMultiply(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb *= multiplier;
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return rgba;
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}
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float3 rec709_to_rec2020(float3 v)
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{
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float r = dot(v, float3(0.6274040f, 0.3292820f, 0.0433136f));
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float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
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float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
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return float3(r, g, b);
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}
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float3 rec2020_to_rec709(float3 v)
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{
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float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
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float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
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float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
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return float3(r, g, b);
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}
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float reinhard_channel(float x)
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{
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return x / (x + 1.0);
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}
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float3 reinhard(float3 rgb)
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{
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return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
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}
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float4 PSDrawTonemap(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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technique Draw
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{
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pass
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@@ -104,3 +147,21 @@ technique DrawSrgbDecompress
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pixel_shader = PSDrawSrgbDecompress(vert_in);
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}
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}
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technique DrawMultiply
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawMultiply(vert_in);
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}
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}
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technique DrawTonemap
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawTonemap(vert_in);
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}
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}
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