make LUT shader sample in linear gamma

This commit is contained in:
hizzlekizzle 2017-06-04 22:27:27 -05:00 committed by GitHub
parent bada8fb234
commit 05f6ef37c5

View file

@ -35,10 +35,10 @@ layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
void main() void main()
{ {
vec4 imgColor = texture(Source, vTexCoord.xy); vec4 imgColor = pow(texture(Source, vTexCoord.xy), vec4(2.2));
float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.5 ) / (params.LUT_Size * params.LUT_Size); float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.5 ) / (params.LUT_Size * params.LUT_Size);
float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size; float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size;
float blue = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size; float blue = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
vec4 color = texture( SamplerLUT, vec2( blue + red, green )); vec4 color = texture( SamplerLUT, vec2( blue + red, green ));
FragColor = color; FragColor = pow(color, vec4(1.0 / 2.2));
} }