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@@ -23,7 +23,12 @@ void main() {
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// Assume BGGR for now. Currently this just takes 3 of the four samples
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// for each pixel, there's room here to do some better debayering.
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vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x);
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- vec3 corrected = color * color_matrix;
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+
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+ // Some crude blacklevel correction to make the preview a bit nicer, this should be an uniform
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+ vec3 corrected = color - 0.02;
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+
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+ // Apply the color matrices
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+ //vec3 corrected = color_matrix * color2;
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// Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/
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vec3 srgb_color = (vec3(1.138) * inversesqrt(corrected) - vec3(0.138)) * corrected;
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