--- /dev/null
+#include "colorcurve.h"
+#include "mesh.h"
+#include "shader.h"
+#include "texture2d.h"
+
+using namespace std;
+
+namespace {
+
+static const char fragment_src[] =
+ "uniform sampler2D texture;\n"
+ "uniform float peak;\n"
+ "uniform float brightness;\n"
+ "varying vec2 texcoord;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 sample = texture2D(texture, texcoord);\n"
+ " float maxc = max(sample.r, max(sample.g, sample.b));\n"
+ " if(maxc>1.0-peak)\n"
+ " {\n"
+ " vec3 saturated = sample.rgb/maxc;\n"
+ " if(maxc>1.0+peak)\n"
+ " {\n"
+ " gl_FragColor.rgb = mix(vec3(1.0), saturated, 1.0/pow(brightness, maxc-1-peak));\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " float x = (1.0+peak-maxc)/(2.0*peak);\n"
+ " gl_FragColor.rgb = saturated.rgb*(1.0-peak+(1-x*x)*peak);\n"
+ " }\n"
+ " gl_FragColor.a = sample.a;\n"
+ " }\n"
+ " else\n"
+ " gl_FragColor = sample;\n"
+ "}";
+
+}
+
+namespace Msp {
+namespace GL {
+
+ColorCurve::ColorCurve():
+ quad(get_fullscreen_quad())
+{
+ shprog.attach_shader(get_fullscreen_vertex_shader());
+ Shader *fs = new Shader(FRAGMENT_SHADER, fragment_src);
+ shprog.attach_shader_owned(fs);
+ shprog.link();
+
+ set_peak(0.2);
+ set_brightness(1.5);
+}
+
+void ColorCurve::set_peak(float p)
+{
+ if(p<0 || p>1)
+ throw invalid_argument("ColorCurve::set_peak");
+ shdata.uniform("peak", p);
+}
+
+void ColorCurve::set_brightness(float b)
+{
+ if(b<1)
+ throw invalid_argument("ColorCurve::set_brightness");
+ shdata.uniform("brightness", b);
+}
+
+void ColorCurve::render(const Texture2D &color_buf, const Texture2D &)
+{
+ Bind _bind_shader(shprog);
+ shdata.apply();
+ Bind _bind_tex(color_buf);
+ quad.draw();
+}
+
+} // namespace GL
+} // namespace Msp
--- /dev/null
+#ifndef COLORCURVE_H_
+#define COLORCURVE_H_
+
+#include "postprocessor.h"
+#include "program.h"
+#include "programdata.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+Processes oversaturated colors to preserve hues. When one color component
+exceeds 1.0, the others are scaled towards white. A transition curve is also
+applied near 1.0 to prevent the abrupt change in the gradient.
+
+Only makes sense when used in an HDR framebuffer.
+*/
+class ColorCurve: public PostProcessor
+{
+private:
+ Program shprog;
+ ProgramData shdata;
+ const Mesh &quad;
+
+public:
+ ColorCurve();
+
+ /// Sets the size of the peak zone. Must be between 0 and 1, inclusive.
+ void set_peak(float);
+
+ /** Sets brightness for oversaturated colors. Must be >= 1. Suggested
+ values are between 1.5 and 2.0; a value of 1.0 will clamp colors to the
+ saturated value. */
+ void set_brightness(float);
+
+ virtual void render(const Texture2D &, const Texture2D &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif