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#include "shader.h"
//==============================================================
//
// CPU CODE
//
//==============================================================
// TONAL CONTROL CONSTANT GENERATION
//--------------------------------------------------------------
// Make sure to use same CRTS_MASK_* defines on CPU and GPU!!!!!
//==============================================================
/*
* dst - Output 4 float array.
*
* contrast - Increase contrast, ranges from,
* 1.0 = no change
* 2.0 = very strong contrast (over 2.0 for even more)
*
* saturation - Increase saturation, ranges from,
* 0.0 = no change
* 1.0 = increased saturation (over 1.0 for even more)
*
* thin, mask - Inputs shared between CrtsTone() and CrtsFilter()
*
*/
static void CrtsTone(float * restrict dst, float contrast, float saturation, float thin, float mask) {
//--------------------------------------------------------------
#ifdef CRTS_MASK_NONE
mask = 1.0f;
#endif
//--------------------------------------------------------------
#ifdef CRTS_MASK_GRILLE_LITE
// Normal R mask is {1.0,mask,mask}
// LITE R mask is {mask,1.0,1.0}
mask = 0.5f + mask * 0.5f;
#endif
//--------------------------------------------------------------
float midOut = 0.18f / ((1.5f - thin) * (0.5f * mask + 0.5f));
float pMidIn = powf(0.18f, contrast);
dst[0] = contrast;
dst[1] = ((-pMidIn) + midOut) / ((1.0f - pMidIn) * midOut);
dst[2] = ((-pMidIn) * midOut + pMidIn) / (midOut * (-pMidIn) + midOut);
dst[3] = contrast + saturation;
}
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