Fix all luminance formulas I could find#5
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The "XYZ_RGB" matrices remain very very very slightly different (like 0.212671 vs 0.2126) from the luma vector I used though it shouldn't really matter.
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overall all the shaders should be checked whether those values are used on linear or gamma encoded values |
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most of those would be better replaced by calls to the helper function with the correct values I think.. |
EndlesslyFlowering
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Mar 19, 2023
EndlesslyFlowering
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I guess it's not used anywhere, so it's fine too.
changing all shaders to work in linear space will be a huge task.
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| float get_luma(float3 col) { | ||
| return max(dot(col, float3(0.299, 0.587, 0.114)), 0.001); | ||
| return max(dot(col, float3(0.2126, 0.7152, 0.0722)), 0.001); |
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this seems to be for use on gamma encoded values
those should be converted to linear first and this can't be used
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The "XYZ_RGB" matrices remain very very very slightly different (like 0.212671 vs 0.2126) from the luma vector I used though it shouldn't really matter.
As previously discussed, the game was using the BT.601 luminance formula all around, instead of the BT.709, which is the color space it actually uses. Likely a mistake that carried over from the 90s.
Mind that many game shaders still use the wrong luminance formula even with these fixes.