Added linear conversion on metal shader

This commit is contained in:
KiritoDv 2025-03-16 17:16:38 -06:00
parent c062a87e98
commit 916e4b53a2

View file

@ -147,6 +147,13 @@ float random(float3 value) {
return fract(sin(random) * 143758.5453);
}
float4 fromLinear(float4 linearRGB){
bool3 cutoff = linearRGB.xyz < float3(0.0031308, 0.0031308, 0.0031308);
float3 higher = 1.055 * pow(linearRGB.xyz, float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) - float3(0.055, 0.055, 0.055);
float3 lower = linearRGB.xyz * float3(12.92, 12.92, 12.92);
return float4(lerp(higher, lower, cutoff), linearRGB.w);
}
fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
@if(o_textures[0])
, texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
@ -277,8 +284,8 @@ fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUn
@if(o_invisible)
texel.w = 0.0;
@end
return texel;
return fromLinear(texel);
@else
return float4(texel, 1.0);
return fromLinear(float4(texel, 1.0));
@end
}