axelMI
Joined 1 year ago
Joined 1 year ago
I preferred just having an input with the correct pixels rather than % (to keep UI clean) but you'll get the same result
Well the workflow should now be srgb correct! Had to fix some of the shaders and they now work, except for the vignette one that unexpectedly sucks in linear space but will replace it with another one soon.
Turns out adding gl.SRGB8_ALPHA8 for loading textures (excluding LUTs) and closing the pipeline with a linear-to-sRGB transform did the trick. Plus making sure the filters where working in the correct space.
No significant banding issues with 8bit depth images (except for the above-mentioned vignette filter). I did test with various gradients and sample images where I compared pixel by pixel. Apparently it holds quite well. Of course the 8bit limitation sucks and I'll keep looking for workarounds.
If you have the possibility to stress test it a little bit I would be forever grateful.
By the way, I'll add image blending soon which should help spotting colorspace errors.
Maybe I'm missing something
a) the Ø at the right of a section resets the section's settings back to default zeros (it becomes white when available) b) closing a section doesn't lose it's settings, unless of course it has been reset
As for a button that allows to "temporarily" disable a section (but keeping it's modified settings underneath), yes it's a very good idea
I need to figure out if it's enough in Webgl to add gl.SRGB8_ALPHA8 when loading/ copying textures or I should gamma correct in all the color handling shaders. Will do some testing to figure it out.
I work on a MacBook and I need to make sure that at least Safari (soooo many issues/ bugs/ specific behaviours it drives my crazy) works fine