fix lut shader

This commit is contained in:
hunterk 2017-06-23 20:25:40 -05:00
parent 5f6c23c0cc
commit 0fe263d93a

View file

@ -24,7 +24,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment
@ -44,12 +44,12 @@ vec4 mixfix(vec4 a, vec4 b, float c)
void main()
{
vec4 imgColor = texture(Source, vTexCoord.xy);
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 blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
float blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
float mixer = (imgColor.b - (blue1 + red)) / ((blue2 + red) - (blue1 + red));
vec4 color1 = texture( SamplerLUT, vec2( blue1 + red, green ));
vec4 color2 = texture( SamplerLUT, vec2( blue2 + red, green ));
float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.4999 ) / (params.LUT_Size * params.LUT_Size);
float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.4999 ) / params.LUT_Size;
float blue1 = (floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
float blue2 = (ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
float mixer = max((imgColor.b - blue1) / (blue2 - blue1), 0.0);
vec4 color1 = texture( SamplerLUT, vec2( blue1, green ));
vec4 color2 = texture( SamplerLUT, vec2( blue2, green ));
FragColor = mixfix(color1, color2, mixer);
}