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Disabled shader-based linear conversion on metal
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4d8652496b
commit
0bfcaacb61
1 changed files with 2 additions and 13 deletions
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@ -147,17 +147,6 @@ float random(float3 value) {
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return fract(sin(random) * 143758.5453);
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}
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float4 fromLinear(float4 linearRGB) {
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float3 threshold = float3(0.0031308);
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float3 gamma = float3(1.0 / 2.4);
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float3 scale = float3(12.92);
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float3 offset = float3(1.055);
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float3 subtract = float3(0.055);
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float3 higher = offset * fast::pow(linearRGB.xyz, gamma) - subtract;
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float3 lower = linearRGB.xyz * scale;
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return float4(select(higher, lower, linearRGB.xyz < threshold), linearRGB.w);
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}
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fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
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@if(o_textures[0])
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, texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
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@ -288,8 +277,8 @@ fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUn
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@if(o_invisible)
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texel.w = 0.0;
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@end
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return fromLinear(texel);
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return texel;
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@else
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return fromLinear(float4(texel, 1.0));
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return float4(texel, 1.0);
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@end
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}
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