In your kernel, colors are usually normalized to [0.0 ... 1.0], based on the underlying color space. So even if values are stored in 10-bit inters in a texture, your shader will get them as normalized floats.
I emphasized the color space above because it is used when translating the colors from the source into those normalized values. When you are using the default sRGB color space, the wide gamut from the HDR source doesn't fit into the sRGB [0.0 ... 1.0] spectrum. That's why you may get values outside that range in your kernel. This is actually useful in most cases because most filter operations that are designed for sRGB still work then. The color invert example above, however, is not.
You have two options here that I know of:
You can change the workingColorSpace of the CIContext you are using to the HDR color space of the input: let ciContext = CIContext(options: [.workingColorSpace: CGColorSpace(name: CGColorSpace.itur_2020)!])
Then all color values should be capped to [0.0 ... 1.0] in your kernel, where 0.0 is the darkest HDR color value and 1.0 is the brightest. You can safely perform the inversion with 1.0 - x then. However, keep in mind that some other filters will then not produce the correct result because they assume the input to be in (linear) sRGB—Core Image's default.
The second option is that you convert ("color match") the input into the correct color space before passing it into your kernel and back to working space again before returning: return kernelOutput.matchedToWorkingSpace(from: colorSpace)
Topic:
App & System Services
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Core OS
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