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Constants

LEVEL_MARGIN

#

LEVEL_MARGIN_DIV

#

TONY_MC_MAPFACE_LUT_DIMS

#

Functions

sample_current_lut

#

rgb_to_ycbcr

#

tonemap_curve

#

tonemap_curve3_

#

somewhat_boring_display_transform

#

sample_tony_mc_mapface_lut

#

RRTAndODTFit

#

ACESFitted

#

saturation

#

Increase color saturation of the given color data. :param color: expected sRGB primaries input :param saturationAmount: expected 0-1 range with 1=neutral, 0=no saturation. – ref[2] [4]

fn saturation (
color: vec3<f32>,
saturationAmount: f32
) -> vec3<f32>

convertOpenDomainToNormalizedLog2_

#

Output log domain encoded data. Similar to OCIO lg2 AllocationTransform. ref[0]

fn convertOpenDomainToNormalizedLog2_ (
color: vec3<f32>,
minimum_ev: f32,
maximum_ev: f32
) -> vec3<f32>

convertNormalizedLog2ToOpenDomain

#

Inverse of above

fn convertNormalizedLog2ToOpenDomain (
color: vec3<f32>,
minimum_ev: f32,
maximum_ev: f32
) -> vec3<f32>

applyAgXLog

#

Prepare the data for display encoding. Converted to log domain.

fn applyAgXLog (
Image: vec3<f32>
) -> vec3<f32>

applyLUT3D

#

sample_blender_filmic_lut

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tonemapping_reinhard

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tonemapping_luminance

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tonemapping_change_luminance

#

tonemapping_reinhard_luminance

#

rgb_to_srgb_simple

#

tonemapping_pbr_neutral

#

screen_space_dither

#

sectional_color_grading

#

Performs the “sectional” color grading: i.e. the color grading that applies individually to shadows, midtones, and highlights.

fn sectional_color_grading (
in: vec3<f32>,
color_grading: ptr<function, ColorGrading>
) -> vec3<f32>

tone_mapping

#

approximate_inverse_tone_mapping

#

This is an incredibly crude approximation of the inverse of the tone mapping function. We assume here that there’s a simple linear relationship between the input and output which is not true at all, but useful to at least preserve the overall luminance of colors when sampling from an already tonemapped image. (e.g. for transmissive materials when HDR is off)

fn approximate_inverse_tone_mapping (
in: vec4<f32>,
color_grading: ColorGrading
) -> vec4<f32>
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