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Temporarily disable Black Point in Levels Clarity for Vulkan
Disabling it while someone looks into the clipping issue
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@ -1331,14 +1331,18 @@ vec3 LevelsPass(vec3 inputColor) {
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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
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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
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vec3 color = inputColor;
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vec3 color = inputColor;
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#ifdef VULKAN
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color = color * white_point_float;
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#else
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color = color * white_point_float - (black_point_float * white_point_float);
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color = color * white_point_float - (black_point_float * white_point_float);
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#endif
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return color;
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return color;
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}
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}
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//FilmPass
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//FilmPass
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vec3 FilmPass(vec3 inputColor) {
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vec3 FilmPass(vec3 inputColor) {
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vec3 B = inputColor.rgb;
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vec3 B = inputColor.rgb;
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vec3 G = B;
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vec3 G = B;
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vec3 H = vec3(0.01);
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vec3 H = vec3(0.01);
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@ -1547,7 +1551,7 @@ float lumasharping(sampler2D tex, vec2 pos) {
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return sharp_luma;
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return sharp_luma;
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}
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}
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//Fake High Dynamic Range.
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//Fake High Dynamic Range
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vec3 HDRPass(sampler2D tex, vec2 pos) {
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vec3 HDRPass(sampler2D tex, vec2 pos) {
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vec3 color = texture(tex, pos).rgb;
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vec3 color = texture(tex, pos).rgb;
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