/* HDR10-PQ_Shader.frag.txt -- Output formatter from HDR10 to PQ OETF.
 *
 * This shader converts color values represented in the BT-2020/Rec.2020
 * color space into the HDR10 SMPTE ST-2084 PQ "Perceptual Quantizer" OETF
 * encoding needed for decoding by a PQ EOTF in a HDR10 compliant HDR display.
 *
 * The input color values are either encoded in units of nits or in units of
 * 80 nits, ie. 1.0 == 1.0 nits or 1.0 == 80 nits.
 *
 * Copyright (c) 2020-2024 Mario Kleiner - Licensed to you under MIT license.
 *
 */

#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect Image;
uniform float Prescale;
uniform int doPQEncode;
uniform int doCSC;
uniform mat3 MCSC;

/* Declare external function for color conversion: */
vec4 icmTransformColor(vec4 incolor);

void main()
{
    vec3 L, Lp, f, v;

    /* Get default texel read position (x,y): x is column, y is row of image. */
    vec2 readpos = gl_TexCoord[0].st;

    /* Get RGB color input values: */
    vec4 incolor = texture2DRect(Image, readpos);

    /* Apply some external color transformation (clamping, range check, color space conversion...): */
    incolor = icmTransformColor(incolor);

    /* Use our builtin 3x3 matrix CSC? */
    if (doCSC > 0) {
        /* Apply simple 3x3 matrix vector multiply for gamut conversion: */
        incolor.rgb = MCSC * incolor.rgb;
    }

    /* PQ encoding for HDR-10 BT-2020, or linear encoding for scRGB? */
    if (doPQEncode > 0) {
        /* Rescale and clamp them into normalized 0.0 - 1.0 input range for PQ mapping: */
        L = clamp(incolor.rgb * Prescale, 0.0, 1.0);

        /* Apply SMPTE ST-2084 PQ OETF: */
        Lp = pow(L, vec3(0.1593017578125));
        f = (0.8359375 + 18.8515625 * Lp) / (1.0 + 18.6875 * Lp);
        v = pow(f, vec3(78.84375));
    }
    else {
        /* Rescale, but do not clamp, as scRGB can even have negative color values: */
        v = incolor.rgb * Prescale;
    }

    /* Assign output color values, PQ encoded into normalized 0.0 - 1.0 range: */
    gl_FragColor.rgb = v;

    /* No transparency here, fully opaque, in case alpha is used at all: */
    gl_FragColor.a = 1.0;
}
