On Thursday 22 November 2012 Nov, Andrew Hunter wrote:
> Hey Boudewijn,
>
> Sounds like the exposure function affecting the alpha channel. Alpha is
> usually normalized to 0 - 1, so it would make sense if positive exposure
> adjustments are clamped.
Yes -- that's what I figured. Unfortunately, I don't know why -- or rather, I don't know why that doesn't happen with the ocio display demo app. The code in Krita is pretty much the same, down to the same generated LUT -- and the shader calls the OCIODisplay method to calculate the color:
const char * m_fragShaderText = ""
"\n"
"uniform sampler2D tex1;\n"
"uniform sampler3D tex2;\n"
"\n"
"void main()\n"
"{\n"
" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n"
" gl_FragColor = OCIODisplay(col, tex2);\n"
"}\n"
I must be missing something else.
--
Boudewijn Rempt
http://www.valdyas.org, http://www.krita.org, http://www.boudewijnrempt.nl