#ifndef LUT #define LUT // only #include in the fragment stage #pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0 layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1; // 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 vec3 mixfix(vec3 a, vec3 b, float c) { return (a.z < 1.0) ? mix(a, b, c) : a; } vec3 lut1(vec3 in_col) { float red = ( in_col.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1); float green = ( in_col.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1; float blue1 = (floor( in_col.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red; float blue2 = (ceil( in_col.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red; float mixer = clamp(max((in_col.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); vec3 color1 = texture( SamplerLUT1, vec2( blue1, green )).rgb; vec3 color2 = texture( SamplerLUT1, vec2( blue2, green )).rgb; return mixfix(color1, color2, mixer); } #endif