return early when LUT Colors == 0

closes #100
This commit is contained in:
hizzlekizzle 2019-06-06 22:10:54 -05:00 committed by GitHub
parent fc28962ff5
commit f281a47e5c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

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