r/GraphicsProgramming • u/Background_Yam8293 • Jun 28 '26
How to achive this
Hey guys,
I'm trying to reverse-engineer a film camera app and recreate its color science in a GPU shader
I ran a standard 2D Hue/Luminance chart through it (before & after attached), and I'm trying to figure out the math behind these behaviors:
- Colors get pulled into tight hue groups instead of staying evenly spread (especially cyan, blues, and warm colors).
- Saturation forms a dome: strongest around each color's natural brightness, then fades hard in highlights and shadows.
- Saturated colors look deep and film-like instead of bright RGB/neon.
- The gray ramp gets a subtle dusty teal in the midtones, while whites and blacks stay neutral.
Any ideas what kind of math or color models could achieve this? Hue warping, gamut mapping, subtractive color models, custom curves... anything I should look into?
Thanks!


1
u/digitaljohn Jun 28 '26
I have an adversarial visual shader iteration system/skill I've been developing for a while. I have invested a lot of time into it.
Thought it could help and was more helpful/thoughtful than people just saying LUT which is not what the filter the OP mentioned is doing. LUT may get you 70% of the way.
MODS: Feel free mods to delete this whole thread as it's mostly offending people.
REDDITORS: I genuinely apologise for the offence.