fix lut shader's low precision in the blue channel

This commit is contained in:
hunterk 2017-06-05 13:45:17 -05:00
parent d59a49abd5
commit db2cdca563

View file

@ -35,10 +35,13 @@ layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
void main() void main()
{ {
vec4 imgColor = pow(texture(Source, vTexCoord.xy), vec4(2.2)); 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 blue = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size; float blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
vec4 color = texture( SamplerLUT, vec2( blue + red, green )); float blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
FragColor = pow(color, vec4(1.0 / 2.2)); 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 ));
FragColor = mix(color1, color2, mixer);
} }