It was the gamma being wrong. Interesting how much different this is working than SFML+OpenCL

This commit is contained in:
2019-07-18 23:43:55 -07:00
parent 58f5289a3b
commit e476cb2e4e
4 changed files with 43 additions and 66 deletions

View File

@@ -33,48 +33,48 @@ uint get_idx(int offset_x, int offset_y){
void main() {
uint idx = get_idx(0,0);
uint idx = get_idx(0,0);
ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]);
// ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
// ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
// ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
// ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
// ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
// ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
// ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
// ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]);
ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
// ivec3 d0 = abs(p0.xyz - p1.xyz);
// ivec3 d1 = abs(p2.xyz - p3.xyz);
// ivec3 d2 = abs(p4.xyz - p5.xyz);
// ivec3 d3 = abs(p6.xyz - p7.xyz);
ivec3 d0 = abs(p0.xyz - p1.xyz);
ivec3 d1 = abs(p2.xyz - p3.xyz);
ivec3 d2 = abs(p4.xyz - p5.xyz);
ivec3 d3 = abs(p6.xyz - p7.xyz);
// ivec3 m = max(max(max(d0, d1), d2), d3);
ivec3 m = max(max(max(d0, d1), d2), d3);
// if ((m.x + m.y + m.z) > 275){
// p.x = 0;
// p.y = 0;
// p.z = 255;
// }
if ((m.x + m.y + m.z) > 975){
p.x = 0;
p.y = 0;
p.z = 255;
}
else {
// //p.z = max(p.z - (d0.x + d0.y + d0.z + d1.x + d1.y + d1.z)/5, 0);
//p.w = 125;
}
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
// p.x = 70;
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
}
// Just gonna keep this around
// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
}
// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);

View File

@@ -2,26 +2,15 @@
layout(location = 0) in vec2 tex_coords;
layout(location = 0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(set = 0, binding = 1, rgba8ui) readonly uniform uimage2D img;
layout(set = 0, binding = 1, rgba32ui) readonly uniform uimage2D img;
void main() {
vec2 onePixel = vec2(1.0, 1.0) / (720.0, 756.0);
vec2 pos = tex_coords * onePixel;
ivec2 ipos = ivec2(pos);
vec4 colorSum = imageLoad(img, ipos);
f_color = colorSum;
// f_color = texture(tex, tex_coords);
// ivec2 t = ivec2(tex_coords.x, tex_coords.y );
ivec2 size = ivec2(gl_FragCoord.x, gl_FragCoord.y);
//ivec2 size = ivec2(0, 0);
f_color = imageLoad(img, size) / (200);
// f_color.w = 0;
// f_color.r = 75;
// f_color.g = 30;
// f_color.b =;
f_color = imageLoad(img, size) / (255.0);
// f_color.a += 100;
// f_color = texture(tex, tex_coords);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
}