-#if 0
- // sRGB reverse LUT
- glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
- check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- float srgb_reverse_tex[4096];
- for (unsigned i = 0; i < 4096; ++i) {
- float x = i / 4095.0;
- if (x < 0.0031308f) {
- srgb_reverse_tex[i] = 12.92f * x;
- } else {
- srgb_reverse_tex[i] = 1.055f * pow(x, 1.0f / 2.4f) - 0.055f;
- }
- }
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 4096, 0, GL_LUMINANCE, GL_FLOAT, srgb_reverse_tex);
- check_error();
-
- // sRGB LUT
- glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
- check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- float srgb_tex[256];
- for (unsigned i = 0; i < 256; ++i) {
- float x = i / 255.0;
- if (x < 0.04045f) {
- srgb_tex[i] = x * (1.0f / 12.92f);
- } else {
- srgb_tex[i] = pow((x + 0.055) * (1.0 / 1.055f), 2.4);
- }
- }
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 256, 0, GL_LUMINANCE, GL_FLOAT, srgb_tex);
- check_error();
-#endif
-