return early when LUT Colors == 0

closes #100
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hizzlekizzle 2019-06-06 22:10:54 -05:00 committed by GitHub
parent fc28962ff5
commit f281a47e5c
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@ -2,10 +2,10 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float TNTC;
} params;
@ -14,7 +14,7 @@ layout(push_constant) uniform Push
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
mat4 MVP;
} global;
#pragma stage vertex
@ -60,45 +60,53 @@ vec4 mixfix(vec4 a, vec4 b, float c)
void main()
{
vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy);
float red = ( imgColor.r * (LUT_Size - 1.0) + 0.499999 ) / (LUT_Size * LUT_Size);
float green = ( imgColor.g * (LUT_Size - 1.0) + 0.499999 ) / LUT_Size;
float blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
float blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
vec4 color1, color2, res;
if (int(TNTC) == 1)
{
color1 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue1, green ));
color2 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue2, green ));
res = mixfix(color1, color2, mixer);
float mx = max(res.r,max(res.g,res.b));
float l = mix(length(imgColor.rgb), length(res.rgb), max(mx-0.5,0.0));
res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.02),0.0,1.0));
res.rgb = normalize(res.rgb+1e-10)*l;
vec3 cooler = D65_to_XYZ*res.rgb;
cooler = XYZ_to_D50*cooler;
res.rgb = mix(res.rgb, cooler, 0.25);
}
else if (int(TNTC) == 2)
{
color1 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue1, green ));
color2 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue2, green ));
res = mixfix(color1, color2, mixer);
float l = mix(length(imgColor.rgb), length(res.rgb), 0.4);
res.rgb = normalize(res.rgb + 1e-10)*l;
}
else if (int(TNTC) == 3)
{
color1 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue1, green ));
color2 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue2, green ));
res = mixfix(color1, color2, mixer);
res.rgb = pow(res.rgb, vec3(1.0/1.20));
float mx = max(res.r,max(res.g,res.b));
res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.05),0.0,1.0));
float l = length(imgColor.rgb);
res.rgb = normalize(res.rgb + 1e-10)*l;
}
FragColor = vec4(mix(imgColor.rgb, res.rgb, min(TNTC,1.0)),1.0);
}
vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy);
if (int(TNTC) == 0)
{
FragColor = imgColor;
return;
}
else
{
float red = ( imgColor.r * (LUT_Size - 1.0) + 0.499999 ) / (LUT_Size * LUT_Size);
float green = ( imgColor.g * (LUT_Size - 1.0) + 0.499999 ) / LUT_Size;
float blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
float blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
vec4 color1, color2, res;
if (int(TNTC) == 1)
{
color1 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue1, green ));
color2 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue2, green ));
res = mixfix(color1, color2, mixer);
float mx = max(res.r,max(res.g,res.b));
float l = mix(length(imgColor.rgb), length(res.rgb), max(mx-0.5,0.0));
res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.02),0.0,1.0));
res.rgb = normalize(res.rgb+1e-10)*l;
vec3 cooler = D65_to_XYZ*res.rgb;
cooler = XYZ_to_D50*cooler;
res.rgb = mix(res.rgb, cooler, 0.25);
}
else if (int(TNTC) == 2)
{
color1 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue1, green ));
color2 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue2, green ));
res = mixfix(color1, color2, mixer);
float l = mix(length(imgColor.rgb), length(res.rgb), 0.4);
res.rgb = normalize(res.rgb + 1e-10)*l;
}
else if (int(TNTC) == 3)
{
color1 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue1, green ));
color2 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue2, green ));
res = mixfix(color1, color2, mixer);
res.rgb = pow(res.rgb, vec3(1.0/1.20));
float mx = max(res.r,max(res.g,res.b));
res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.05),0.0,1.0));
float l = length(imgColor.rgb);
res.rgb = normalize(res.rgb + 1e-10)*l;
}
FragColor = vec4(mix(imgColor.rgb, res.rgb, min(TNTC,1.0)),1.0);
}
}