X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=lift_gamma_gain_effect.h;h=533a7b2f22aee450c33eef9a41f4a42d657ce7a0;hp=622493491f79c865729542e97dc4eca08efe69a3;hb=0dc1dfe6444a700ebd2c9f006cba000b90c3a7b0;hpb=19a5a44c107dbba0e784ffb7ffcbcd8dd8e91119 diff --git a/lift_gamma_gain_effect.h b/lift_gamma_gain_effect.h index 6224934..533a7b2 100644 --- a/lift_gamma_gain_effect.h +++ b/lift_gamma_gain_effect.h @@ -1,14 +1,30 @@ #ifndef _LIFT_GAMMA_GAIN_EFFECT_H #define _LIFT_GAMMA_GAIN_EFFECT_H 1 +// A simple lift/gamma/gain effect, used for color grading. +// +// Very roughly speaking, lift=shadows, gamma=midtones and gain=highlights, +// although all parameters affect the entire curve. Mathematically speaking, +// it is a bit unusual to look at gamma as a color, but it works pretty well +// in practice. +// +// The classic formula is: output = (gain * (x + lift * (1-x)))^(1/gamma). +// +// The lift is actually a case where we actually would _not_ want linear light; +// since black by definition becomes equal to the lift color, we want lift to +// be pretty close to black, but in linear light that means lift affects the +// rest of the curve relatively little. Thus, we actually convert to gamma 2.2 +// before lift, and then back again afterwards. (Gain and gamma are, +// up to constants, commutative with the de-gamma operation.) + #include "effect.h" class LiftGammaGainEffect : public Effect { public: LiftGammaGainEffect(); - std::string output_glsl(); + std::string output_fragment_shader(); - void set_uniforms(GLhandleARB glsl_program_num, const std::string &prefix); + void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num); private: RGBTriplet lift, gamma, gain;