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fix lut shader's low precision in the blue channel
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@ -35,10 +35,13 @@ layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
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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 = pow(texture(Source, vTexCoord.xy), vec4(2.2));
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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) + 0.5 ) / (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) + 0.5 ) / params.LUT_Size;
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float blue = 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;
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vec4 color = texture( SamplerLUT, vec2( blue + red, green ));
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float blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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FragColor = pow(color, vec4(1.0 / 2.2));
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float mixer = (imgColor.b - (blue1 + red)) / ((blue2 + red) - (blue1 + red));
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vec4 color1 = texture( SamplerLUT, vec2( blue1 + red, green ));
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vec4 color2 = texture( SamplerLUT, vec2( blue2 + red, green ));
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FragColor = mix(color1, color2, mixer);
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}
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}
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