diff --git a/shaders/glsl/mfx_lutgrading.fp b/shaders/glsl/mfx_lutgrading.fp index 76bad30..337da7a 100644 --- a/shaders/glsl/mfx_lutgrading.fp +++ b/shaders/glsl/mfx_lutgrading.fp @@ -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