Fast gamma correction functions in shaders are now more accurate. Always use the fast versions by default.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-08-25 18:27:16 -03:00
parent 7fdad7c010
commit 25afd740b4
+9 -14
View File
@@ -162,21 +162,18 @@ vec3 linearToGammaPrecise(vec3 c) {
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// pow(x, 2.2) isn't an amazing approximation, but at least it's efficient...
mediump float gammaToLinearFast(mediump float c) { return pow(max(c, 0.0), 2.2); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return pow(max(c, vec3(0.0)), vec3(2.2)); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return pow(max(c, 0.0), 1.0 / 2.2); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return pow(max(c, vec3(0.0)), vec3(1.0 / 2.2)); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#ifdef LOVE_PRECISE_GAMMA
#define gammaToLinear gammaToLinearPrecise
#define linearToGamma linearToGammaPrecise
#else
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#endif
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
@@ -196,8 +193,6 @@ mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c
GLSL.VERTEX = {
HEADER = [[
#define LOVE_PRECISE_GAMMA
#define love_Position gl_Position
#if __VERSION__ >= 130