public PowerLUT(float powerW,float intensityW,float powerH,float intensityH,int width,int height){
  Pixmap pixmap=new Pixmap(width,height,Format.RGBA8888);
  for (int i=0; i < width; i++) {
    float valueW=(float)Math.pow((float)i / width,powerW) * intensityW;
    for (int j=0; j < height; j++) {
      float valueH=(float)Math.pow((float)j / height,powerH) * intensityH;
      pixmap.setColor(valueW,valueH,1.0f,1.0f);
      pixmap.drawPixel(i,j);
    }
  }
  PixmapTextureData data=new PixmapTextureData(pixmap,Format.RGBA8888,false,false,true);
  texture=new Texture(data);
  texture.setWrap(TextureWrap.ClampToEdge,TextureWrap.ClampToEdge);
  texture.setFilter(TextureFilter.Linear,TextureFilter.Linear);
}

public PowerLUT ( float powerW , float intensityW , float powerH , float intensityH , int width , int height ) { Pixmap pixmap = new Pixmap ( width , height , Format . RGBA8888 ) ; for ( int i = 0 ; i < width ; i ++ ) { float valueW = ( float ) Math . pow ( ( float ) i / width , powerW ) * intensityW ; for ( int j = 0 ; j < height ; j ++ ) { float valueH = ( float ) Math . pow ( ( float ) j / height , powerH ) * intensityH ; pixmap . setColor ( valueW , valueH , 1.0f , 1.0f ) ; pixmap . drawPixel ( i , j ) ; } } PixmapTextureData data = new PixmapTextureData ( pixmap , Format . RGBA8888 , false , false , true ) ; texture = new Texture ( data ) ; texture . setWrap ( TextureWrap . ClampToEdge , TextureWrap . ClampToEdge ) ; texture . setFilter ( TextureFilter . Linear , TextureFilter . Linear ) ; }
w power will be in luminance , and h power will be in alpha
