Temporarily disable Black Point in Levels Clarity for Vulkan

Disabling it while someone looks into the clipping issue
This commit is contained in:
Michele 2020-01-18 12:39:49 -08:00
parent ef6df32395
commit d62ae5988c

View File

@ -1295,7 +1295,7 @@ vec3 ColorMatrixPass(vec3 inputColor)
return clamp(color, 0.0, 1.);
}
// Contrasty
//Contrasty
vec3 BotWVibrance(vec3 color) {
float avg = (color.r + color.g + color.b) / 3.0;
@ -1324,21 +1324,25 @@ vec3 Contrasty(vec3 fColour) {
return fColour;
}
// Levels
//Levels
vec3 LevelsPass(vec3 inputColor) {
float black_point_float = BlackPoint / 255.0;
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor;
color = color * white_point_float - (black_point_float * white_point_float);
#ifdef VULKAN
color = color * white_point_float;
#else
color = color * white_point_float - (black_point_float * white_point_float);
#endif
return color;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
@ -1547,7 +1551,7 @@ float lumasharping(sampler2D tex, vec2 pos) {
return sharp_luma;
}
//Fake High Dynamic Range.
//Fake High Dynamic Range
vec3 HDRPass(sampler2D tex, vec2 pos) {
vec3 color = texture(tex, pos).rgb;