diff --git a/reshade/shaders/LUT/LUT.slang b/reshade/shaders/LUT/LUT.slang index 31cb7dc..1270197 100755 --- a/reshade/shaders/LUT/LUT.slang +++ b/reshade/shaders/LUT/LUT.slang @@ -9,7 +9,7 @@ layout(push_constant) uniform Push float LUT_Size; } 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 { @@ -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 @@ -33,15 +33,23 @@ layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; 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() { 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 )); - FragColor = mix(color1, color2, mixer); + 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); }