mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add mixfix to LUT shader
also drop the minimum depth to 1 in case anyone wants to mess with 8-bit and below depth.
This commit is contained in:
parent
d30218fd22
commit
5f6c23c0cc
|
@ -9,7 +9,7 @@ layout(push_constant) uniform Push
|
||||||
float LUT_Size;
|
float LUT_Size;
|
||||||
} params;
|
} params;
|
||||||
|
|
||||||
#pragma parameter LUT_Size "LUT Size" 16.0 16.0 64.0 1.0
|
#pragma parameter LUT_Size "LUT Size" 16.0 1.0 64.0 1.0
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
{
|
{
|
||||||
|
@ -33,15 +33,23 @@ layout(location = 0) out vec4 FragColor;
|
||||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
|
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
|
||||||
|
|
||||||
|
// This shouldn't be necessary but it seems some undefined values can
|
||||||
|
// creep in and each GPU vendor handles that differently. This keeps
|
||||||
|
// all values within a safe range
|
||||||
|
vec4 mixfix(vec4 a, vec4 b, float c)
|
||||||
|
{
|
||||||
|
return (a.z < 1.0) ? mix(a, b, c) : a;
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 imgColor = texture(Source, vTexCoord.xy);
|
vec4 imgColor = texture(Source, vTexCoord.xy);
|
||||||
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 blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / 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 blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
|
||||||
float mixer = (imgColor.b - (blue1 + red)) / ((blue2 + red) - (blue1 + red));
|
float mixer = (imgColor.b - (blue1 + red)) / ((blue2 + red) - (blue1 + red));
|
||||||
vec4 color1 = texture( SamplerLUT, vec2( blue1 + red, green ));
|
vec4 color1 = texture( SamplerLUT, vec2( blue1 + red, green ));
|
||||||
vec4 color2 = texture( SamplerLUT, vec2( blue2 + red, green ));
|
vec4 color2 = texture( SamplerLUT, vec2( blue2 + red, green ));
|
||||||
FragColor = mix(color1, color2, mixer);
|
FragColor = mixfix(color1, color2, mixer);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue