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add mixfix to LUT shader
also drop the minimum depth to 1 in case anyone wants to mess with 8-bit and below depth.
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@ -9,7 +9,7 @@ layout(push_constant) uniform Push
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float LUT_Size;
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} params;
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#pragma parameter LUT_Size "LUT Size" 16.0 16.0 64.0 1.0
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#pragma parameter LUT_Size "LUT Size" 16.0 1.0 64.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -33,15 +33,23 @@ layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
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// This shouldn't be necessary but it seems some undefined values can
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// creep in and each GPU vendor handles that differently. This keeps
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// all values within a safe range
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vec4 mixfix(vec4 a, vec4 b, float c)
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{
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return (a.z < 1.0) ? mix(a, b, c) : a;
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}
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void main()
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{
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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 green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size;
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float blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / 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 blue1 = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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float blue2 = ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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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 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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FragColor = mixfix(color1, color2, mixer);
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}
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