Texture2D image : register(t0); SamplerState def_sampler : register(s0); struct FragTexWide { float3 uuv : TEXCOORD0; }; cbuffer ColorMatrix : register(b0) { float4 color_vec_y; float4 color_vec_u; float4 color_vec_v; float2 range_y; float2 range_uv; }; float3 NitsToPQ(float3 L) { // Constants from SMPTE 2084 PQ static const float m1 = 2610.0 / 4096.0 / 4; static const float m2 = 2523.0 / 4096.0 * 128; static const float c1 = 3424.0 / 4096.0; static const float c2 = 2413.0 / 4096.0 * 32; static const float c3 = 2392.0 / 4096.0 * 32; float3 Lp = pow(saturate(L / 10000.0), m1); return pow((c1 + c2 * Lp) / (1 + c3 * Lp), m2); } float3 Rec709toRec2020(float3 rec709) { static const float3x3 ConvMat = { 0.627402, 0.329292, 0.043306, 0.069095, 0.919544, 0.011360, 0.016394, 0.088028, 0.895578 }; return mul(ConvMat, rec709); } float3 scRGBTo2100PQ(float3 rgb) { // Convert from Rec 709 primaries (used by scRGB) to Rec 2020 primaries (used by Rec 2100) rgb = Rec709toRec2020(rgb); // 1.0f is defined as 80 nits in the scRGB colorspace rgb *= 80; // Apply the PQ transfer function on the raw color values in nits return NitsToPQ(rgb); } //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float2 main_ps(FragTexWide input) : SV_Target { float3 rgb_left = scRGBTo2100PQ(image.Sample(def_sampler, input.uuv.xz).rgb); float3 rgb_right = scRGBTo2100PQ(image.Sample(def_sampler, input.uuv.yz).rgb); float3 rgb = (rgb_left + rgb_right) * 0.5; float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w; float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w; u = u * range_uv.x + range_uv.y; v = v * range_uv.x + range_uv.y; return float2(u, v); }