Closed geextahslex closed 5 months ago
Hi. Do you know why this works on SDR but isn't on HDR? The original shader worked on both and only 3 lines of code have changed... I marked them at the end
//!PARAM vibr //!DESC Saturates/deSaturates //!TYPE float //!MINIMUM -1 -0.5 //!HOOK MAIN //!BIND HOOKED //!DESC Vibrance #define CoefLuma vec4(0.2126, 0.7152, 0.0722, 0) //sRGB, HDTV float Thresh = 200.0/255.0; float w = 10.0/255.0; vec4 hook() { vec4 c0 = HOOKED_texOff(0); float lum = (c0.r + c0.g + c0.b)/3.0; float colorSat = max(max(c0.r, c0.g), c0.b) - min(min(c0.r, c0.g), c0.b); vec3 sat = mix(vec3(dot(c0, CoefLuma)), c0.rgb, 1+vibr - colorSat*abs(vibr)); float delta = smoothstep(Thresh-w, Thresh+w, lum); 1 sat = mix(sat, c0.rgb, delta); 2 delta = smoothstep(0.8, 0.9, colorSat); 3 c0.rgb = mix(c0.rgb, sat, delta); return c0; }
not related
Hi. Do you know why this works on SDR but isn't on HDR? The original shader worked on both and only 3 lines of code have changed... I marked them at the end