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Fixed color correction shader

David Catuhe 8 lat temu
rodzic
commit
960329ba00
1 zmienionych plików z 3 dodań i 3 usunięć
  1. 3 3
      src/Shaders/colorCorrection.fragment.fx

+ 3 - 3
src/Shaders/colorCorrection.fragment.fx

@@ -9,7 +9,7 @@ varying vec2 vUV;
 const float SLICE_COUNT = 16.0;		// how many slices in the color cube; 1 slice = 1 pixel
 // it means the image is 256x16 pixels
 
-vec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {
+vec4 sampleAs3DTexture(sampler2D textureSampler, vec3 uv, float width) {
 	float sliceSize = 1.0 / width;              // space of 1 slice
 	float slicePixelSize = sliceSize / width;           // space of 1 pixel
 	float sliceInnerSize = slicePixelSize * (width - 1.0);  // space of width pixels
@@ -18,8 +18,8 @@ vec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {
 	float xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;
 	float s0 = xOffset + (zSlice0 * sliceSize);
 	float s1 = xOffset + (zSlice1 * sliceSize);
-	vec4 slice0Color = texture2D(texture, vec2(s0, uv.y));
-	vec4 slice1Color = texture2D(texture, vec2(s1, uv.y));
+	vec4 slice0Color = texture2D(textureSampler, vec2(s0, uv.y));
+	vec4 slice1Color = texture2D(textureSampler, vec2(s1, uv.y));
 	float zOffset = mod(uv.z * width, 1.0);
 	vec4 result = mix(slice0Color, slice1Color, zOffset);
 	return result;