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https://github.com/X0nk/Bliss-Shader.git
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Revert "added Hald CLUT option"
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@ -7,7 +7,6 @@
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varying vec2 texcoord;
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uniform sampler2D colortex7;
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uniform sampler2D depthtex2; // lut
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// uniform sampler2D noisetex;
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uniform vec2 texelSize;
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uniform float viewWidth;
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@ -123,16 +122,6 @@ void main() {
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vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0);
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#ifdef HALD_CLUT
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#define LUT_WIDTH 1728
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#define LUT_DEPTH 144
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FINAL_COLOR = clamp(FINAL_COLOR, 0.0, 0.9999999);
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ivec3 rounded = ivec3(FINAL_COLOR * float(LUT_DEPTH));
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int index = (rounded.b * LUT_DEPTH * LUT_DEPTH) + (rounded.g * LUT_DEPTH) + rounded.r;
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ivec2 sampleCoord = ivec2(index % LUT_WIDTH, index / LUT_WIDTH);
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FINAL_COLOR = texelFetch2D(depthtex2, sampleCoord, 0).rgb;
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#endif
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#ifdef LUMINANCE_CURVE
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applyLuminanceCurve(FINAL_COLOR, LOWER_CURVE, UPPER_CURVE);
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#endif
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