AMD fix...  This should hopefully elimate any issue.
This commit is contained in:
Jamie 2018-01-27 03:58:56 -08:00
parent 950f627360
commit 5645417e34

View File

@ -2,7 +2,7 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e // shader 37040a485a29d54e
//########################################################## //##########################################################
#define Preset 3 #define Preset 3
// User Defined 0 // User Defined 0
// Bruz Option 1 // Bruz Option 1
// BSOD Option 2 // BSOD Option 2
@ -1023,10 +1023,10 @@ vec3 DPXPass(vec3 inputColor)
B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
float value = max(max(B.r, B.g), B.b); float value = max(max(B.r, B.g), B.b);
vec3 input = B / value; vec3 Ztemp = B / value;
color = pow(abs(color), 1. / vec3(Colorfulness)); color = pow(abs(color), 1. / vec3(Colorfulness));
vec3 c0 = input * value; vec3 c0 = Ztemp * value;
c0 *= (XYZ, c0); c0 *= (XYZ, c0);
float luma = dot(c0, vec3(0.30, 0.59, 0.11)); float luma = dot(c0, vec3(0.30, 0.59, 0.11));
c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0; c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;