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Add AutoHDR post process shader #12003

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merged 2 commits into from Aug 17, 2023
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64 changes: 64 additions & 0 deletions Data/Sys/Shaders/AutoHDR.glsl
@@ -0,0 +1,64 @@
// Based on https://github.com/Filoppi/PumboAutoHDR

/*
[configuration]

[OptionRangeFloat]
GUIName = HDR Display Max Nits
OptionName = HDR_DISPLAY_MAX_NITS
MinValue = 80
MaxValue = 2000
StepAmount = 1
DefaultValue = 400

[OptionRangeFloat]
GUIName = Shoulder Start Alpha
OptionName = AUTO_HDR_SHOULDER_START_ALPHA
MinValue = 0
MaxValue = 1
StepAmount = 0.01
DefaultValue = 0

[OptionRangeFloat]
GUIName = Shoulder Pow
OptionName = AUTO_HDR_SHOULDER_POW
MinValue = 1
MaxValue = 10
StepAmount = 0.05
DefaultValue = 2.5

[/configuration]
*/

void main()
{
float4 color = Sample();

// Nothing to do here, we are in SDR
if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output))
{
SetOutput(color);
return;
}

const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;

// Restore the original SDR (0-1) brightness (we might or might not restore it later)
color.rgb /= hdr_paper_white;

// Find the color average
float sdr_ratio = (color.r + color.g + color.b) / 3.0;

const float auto_hdr_max_white = max(HDR_DISPLAY_MAX_NITS / (hdr_paper_white_nits / hdr_sdr_white_nits), hdr_sdr_white_nits) / hdr_sdr_white_nits;
if (sdr_ratio > AUTO_HDR_SHOULDER_START_ALPHA && AUTO_HDR_SHOULDER_START_ALPHA < 1.0)
{
const float auto_hdr_shoulder_ratio = 1.0 - (max(1.0 - sdr_ratio, 0.0) / (1.0 - AUTO_HDR_SHOULDER_START_ALPHA));
const float auto_hdr_extra_ratio = pow(auto_hdr_shoulder_ratio, AUTO_HDR_SHOULDER_POW) * (auto_hdr_max_white - 1.0);
const float auto_hdr_total_ratio = sdr_ratio + auto_hdr_extra_ratio;
color.rgb *= auto_hdr_total_ratio / sdr_ratio;
}

color.rgb *= hdr_paper_white;

SetOutput(color);
}
2 changes: 1 addition & 1 deletion Source/Core/Core/Config/GraphicsSettings.h
Expand Up @@ -117,7 +117,7 @@ static constexpr float GFX_CC_DISPLAY_GAMMA_MIN = 2.2f;
static constexpr float GFX_CC_DISPLAY_GAMMA_MAX = 2.4f;

static constexpr float GFX_CC_HDR_PAPER_WHITE_NITS_MIN = 80.f;
static constexpr float GFX_CC_HDR_PAPER_WHITE_NITS_MAX = 400.f;
static constexpr float GFX_CC_HDR_PAPER_WHITE_NITS_MAX = 500.f;

extern const Info<bool> GFX_CC_CORRECT_COLOR_SPACE;
extern const Info<ColorCorrectionRegion> GFX_CC_GAME_COLOR_SPACE;
Expand Down