DON'T USE "DOUBLE" IN GLSL YOU IDIOT

This commit is contained in:
Marisa the Magician 2022-08-25 08:42:19 +02:00
commit a6d4832f08

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@ -9,9 +9,9 @@ void main()
vec4 res = texture(InputTexture,coord);
vec3 lc = clamp(res.rgb,0.,63./64.);
vec2 lcoord = vec2((lc.r+lutindex)/32.,lc.g/64.)+vec2(1./4096.,1./8192.);
double minb = floor(lc.b*64.)/64.;
double maxb = ceil(lc.b*64.)/64.;
double theta = fract(lc.b*64.);
float minb = floor(lc.b*64.)/64.;
float maxb = ceil(lc.b*64.)/64.;
float theta = fract(lc.b*64.);
vec3 luta = textureLod(LUTTexture,lcoord+vec2(0,minb),0.).rgb;
vec3 lutb = textureLod(LUTTexture,lcoord+vec2(0,maxb),0.).rgb;
vec3 lutm = mix(luta,lutb,vec3(theta)); // has to be vec3 for whatever reason