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mat3 is the other hand from matrix3x3
also vec3 from float3 for consistency

AzaezelX 3 年之前
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433149a0af

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl

@@ -53,7 +53,7 @@ uniform float whitePoint;
 uniform float logContrast;
 uniform float brightnessValue;
 uniform float saturationValue;
-uniform float3 colorFilter;
+uniform vec3 colorFilter;
 
 out vec4 OUT_col;
 

+ 8 - 8
Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_toneMap.glsl

@@ -24,18 +24,18 @@
 #line 24
 // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
 const mat3 ACESInputMat = mat3
-(
-     0.59719, 0.35458, 0.04823,
-     0.07600, 0.90834, 0.01566,
-     0.02840, 0.13383, 0.83777
+(     
+     0.59719, 0.07600, 0.02840,
+     0.35458, 0.90834, 0.13383,
+     0.04823, 0.01566, 0.83777
 ); 
 
 // ODT_SAT => XYZ => D60_2_D65 => sRGB
 const mat3 ACESOutputMat = mat3
-(
-     1.60475, -0.53108, -0.07367,
-     -0.10208,  1.10813, -0.00605,
-     -0.00327, -0.07276,  1.07602
+(     
+     1.60475, -0.10208, -0.00327,
+     -0.53108,  1.10813, -0.07276,
+     -0.07367, -0.00605,  1.07602
 );
 
 vec3 RRTAndODTFit(vec3 x, float w)