Comments on: [Shader Library] Posterization Post Processing Effect (GLSL) https://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Tue, 25 Jan 2011 11:48:35 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Bitetti https://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/#comment-17460 Tue, 25 Jan 2011 11:48:35 +0000 http://www.geeks3d.com/?p=5906#comment-17460 ??? c = pow(c, vec3(gamma.rrr)) ???

try

c = pow(c, vec3(gamma));

]]>
By: JeGX https://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/#comment-8180 Wed, 28 Oct 2009 19:10:12 +0000 http://www.geeks3d.com/?p=5906#comment-8180 you mean:
c = pow(c, gamma.rrr);
in place of
tc = pow(tc, vec3(gamma, gamma, gamma)) ?

If so, it’s just for the sake of clarity.

c = pow(c, gamma.rrr) does not compile with ATI Radeon:
“Fragment shader failed to compile with the following errors:
WARNING: 0:13: warning(#153) Field selection requires structure, vector, or matrix on left hand side rrr”

but
c = pow(c, vec3(gamma.rrr))
is okay on Radeon. Funny!

]]>
By: n00body https://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/#comment-8179 Wed, 28 Oct 2009 18:44:08 +0000 http://www.geeks3d.com/?p=5906#comment-8179 Why didn’t the shader author just smear the gamma value? (ie “gamma.rrr” vs “vec3(gamma, gamma, gamma)”)

]]>