2019-12-28 21:36:47 +00:00
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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layout(binding=1) uniform sampler2D DitherTexture;
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vec4 ApplyGamma(vec4 c)
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{
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c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light
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vec3 valgray;
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if (GrayFormula == 0)
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valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
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2022-03-16 17:32:56 +00:00
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else if (GrayFormula == 2) // new formula
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valgray = mix(vec3(pow(dot(pow(vec3(c), vec3(2.2)), vec3(0.2126, 0.7152, 0.0722)), 1.0/2.2)), c.rgb, Saturation);
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2019-12-28 21:36:47 +00:00
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else
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valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation);
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vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5;
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val += Brightness * 0.5;
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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return vec4(val, c.a);
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}
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vec4 Dither(vec4 c)
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{
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if (ColorScale == 0.0)
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return c;
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vec2 texSize = vec2(textureSize(DitherTexture, 0));
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float threshold = texture(DitherTexture, gl_FragCoord.xy / texSize).r;
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return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
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}
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2022-11-28 23:52:10 +00:00
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vec3 sRGBtoLinear(vec3 c)
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2019-12-28 21:36:47 +00:00
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{
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2022-11-28 23:52:10 +00:00
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return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
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}
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vec3 sRGBtoscRGBLinear(vec3 c)
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{
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return pow(c, vec3(2.2)) * 1.1;
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2019-12-28 21:36:47 +00:00
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}
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vec4 ApplyHdrMode(vec4 c)
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{
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if (HdrMode == 0)
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return c;
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else
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2022-11-28 23:52:10 +00:00
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return vec4(sRGBtoscRGBLinear(c.rgb), c.a);
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2019-12-28 21:36:47 +00:00
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}
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void main()
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{
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FragColor = Dither(ApplyHdrMode(ApplyGamma(texture(InputTexture, UVOffset + TexCoord * UVScale))));
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}
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