struct ColorGradeParams {
strength: f32,
interpolation: u32,
_pad: vec2<u32>,
}
struct ColorGradeLut {
stops: array<vec4<f32>, 256>,
}
@group(0) @binding(0) var input_tex: texture_2d<f32>;
@group(0) @binding(1) var<uniform> params: ColorGradeParams;
@group(0) @binding(2) var<storage, read> lut: ColorGradeLut;
@group(0) @binding(3) var output_tex: texture_storage_2d<rgba8unorm, write>;
fn sample_lut(value: f32, channel: u32) -> f32 {
let scaled = clamp(value, 0.0, 1.0) * 255.0;
if (params.interpolation == 0u) {
let index = u32(round(scaled));
return lut.stops[index][channel];
}
let low = u32(floor(scaled));
let high = min(low + 1u, 255u);
let t = scaled - f32(low);
return mix(lut.stops[low][channel], lut.stops[high][channel], t);
}
@compute @workgroup_size(8, 8, 1)
fn cs_main(@builtin(global_invocation_id) id: vec3<u32>) {
let size = textureDimensions(output_tex);
if (id.x >= size.x || id.y >= size.y) {
return;
}
let color = textureLoad(input_tex, vec2<i32>(id.xy), 0);
let graded = vec3<f32>(
sample_lut(color.r, 0u),
sample_lut(color.g, 1u),
sample_lut(color.b, 2u)
);
let rgb = mix(color.rgb, graded, clamp(params.strength, 0.0, 1.0));
textureStore(output_tex, vec2<i32>(id.xy), vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), color.a));
}