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https://github.com/italicsjenga/slang-shaders.git
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fix lut shader
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5f6c23c0cc
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@ -24,7 +24,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -44,12 +44,12 @@ vec4 mixfix(vec4 a, vec4 b, float c)
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void main()
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void main()
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{
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{
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vec4 imgColor = texture(Source, vTexCoord.xy);
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vec4 imgColor = texture(Source, vTexCoord.xy);
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float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.5 ) / (params.LUT_Size * params.LUT_Size);
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float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.4999 ) / (params.LUT_Size * params.LUT_Size);
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float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size;
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float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.4999 ) / params.LUT_Size;
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float blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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float blue1 = (floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
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float blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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float blue2 = (ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
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float mixer = (imgColor.b - (blue1 + red)) / ((blue2 + red) - (blue1 + red));
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float mixer = max((imgColor.b - blue1) / (blue2 - blue1), 0.0);
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vec4 color1 = texture( SamplerLUT, vec2( blue1 + red, green ));
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vec4 color1 = texture( SamplerLUT, vec2( blue1, green ));
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vec4 color2 = texture( SamplerLUT, vec2( blue2 + red, green ));
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vec4 color2 = texture( SamplerLUT, vec2( blue2, green ));
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FragColor = mixfix(color1, color2, mixer);
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FragColor = mixfix(color1, color2, mixer);
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}
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}
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