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Double Checking LUT Interpolation #45

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The interpolation is done by the GPU hardware and determined by the sampler settings. You can find the sampling algorithms in places like the vulkan specification, but it shouldn't be relevant for anything shader related. In shader code, you can just write vec3 color = texture(my_3d_tex, vec3(x,y,z)).rgb;. I would not expect the assembly to be much more complex since interpolation is a hardware feature on any modern GPU. For color grading LUTs in Ultimate, the values use linear interpolation in X, Y, and Z to avoid needing a large 256x256x256 texture.

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@Trainmaster9977
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@ScanMountGoat
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