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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl
Brecht Van Lommel bdab538b30 Fix Eevee blackbody wrong with non-default scene linear color space
* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
  required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
  Since it's variable now easiest to just always read from the texture
  than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.

Ref T68926
2022-05-23 22:09:44 +02:00

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325 B
GLSL

void node_wavelength(float wavelength, sampler1DArray spectrummap, float layer, out vec4 color)
{
float t = (wavelength - 380.0) / (780.0 - 380.0);
vec3 rgb = texture(spectrummap, vec2(t, layer)).rgb;
rgb *= 1.0 / 2.52; /* Empirical scale from lg to make all comps <= 1. */
color = vec4(clamp(rgb, 0.0, 1.0), 1.0);
}