mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-04-28 20:37:58 +03:00
Disabled shader-based linear conversion on metal
This commit is contained in:
parent
07a1cc67f2
commit
269996fbdd
1 changed files with 2 additions and 13 deletions
|
@ -147,17 +147,6 @@ float random(float3 value) {
|
||||||
return fract(sin(random) * 143758.5453);
|
return fract(sin(random) * 143758.5453);
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 fromLinear(float4 linearRGB) {
|
|
||||||
float3 threshold = float3(0.0031308);
|
|
||||||
float3 gamma = float3(1.0 / 2.4);
|
|
||||||
float3 scale = float3(12.92);
|
|
||||||
float3 offset = float3(1.055);
|
|
||||||
float3 subtract = float3(0.055);
|
|
||||||
float3 higher = offset * fast::pow(linearRGB.xyz, gamma) - subtract;
|
|
||||||
float3 lower = linearRGB.xyz * scale;
|
|
||||||
return float4(select(higher, lower, linearRGB.xyz < threshold), linearRGB.w);
|
|
||||||
}
|
|
||||||
|
|
||||||
fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
|
fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
|
||||||
@if(o_textures[0])
|
@if(o_textures[0])
|
||||||
, texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
|
, texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
|
||||||
|
@ -288,8 +277,8 @@ fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUn
|
||||||
@if(o_invisible)
|
@if(o_invisible)
|
||||||
texel.w = 0.0;
|
texel.w = 0.0;
|
||||||
@end
|
@end
|
||||||
return fromLinear(texel);
|
return texel;
|
||||||
@else
|
@else
|
||||||
return fromLinear(float4(texel, 1.0));
|
return float4(texel, 1.0);
|
||||||
@end
|
@end
|
||||||
}
|
}
|
Loading…
Add table
Add a link
Reference in a new issue