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

@ -1331,14 +1331,18 @@ vec3 LevelsPass(vec3 inputColor) {
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 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; vec3 color = inputColor;
#ifdef VULKAN
color = color * white_point_float;
#else
color = color * white_point_float - (black_point_float * white_point_float); color = color * white_point_float - (black_point_float * white_point_float);
#endif
return color; return color;
} }
//FilmPass //FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb; vec3 B = inputColor.rgb;
vec3 G = B; vec3 G = B;
vec3 H = vec3(0.01); vec3 H = vec3(0.01);
@ -1547,7 +1551,7 @@ float lumasharping(sampler2D tex, vec2 pos) {
return sharp_luma; return sharp_luma;
} }
//Fake High Dynamic Range. //Fake High Dynamic Range
vec3 HDRPass(sampler2D tex, vec2 pos) { vec3 HDRPass(sampler2D tex, vec2 pos) {
vec3 color = texture(tex, pos).rgb; vec3 color = texture(tex, pos).rgb;