Thanks.
If I understand your original post correctly, this works:
void main() { vImgColor = texture(vFragTxrImageOES, vFragTexcoord0); }
,,, but this doesn't?
void main() { vImgColor = texture(vFragTxrImageOES, vFragTexcoord0); vec3 scale = vec3((lutSize - 1.0) / lutSize); vec3 offset = vec3(1.0 / (2.0 * lutSize)); vec3 apply = texture(3DTexture, scale * vImgColor.rgb + offset).rgb; FragColor = vImgColor; }
If this is the case it looks like a possible bug in the Adreno shader compiler and/or hardware - dead code shouldn't impact the output.
HTH,Pete
The effect is as fllows, the left is normal, the right is abnormal.
Can you share the full shaders you are using please?
*EDIT* Also, can you let us know what device and Mali GPU you are using?
Cheers, Pete