Richard Hughes wrote:
I've got to move onto other stuff next week, but I'd be really interested if anyone has inputs on how the sub-surface gamut mapping using shaders is going to work. The main complication seems to be that it's per-output, rather than per-surface. I've played with 1bit masks in the past, but this made the shader quite complicated. Ideas very welcome. Thanks.
The compositor should be able to draw N polygons for the N intersections of a surface with each output, each using a different shader?
You absolutely do not want to put an if based on a pixel value into a glsl shader. It is really slow.
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