gzdoom-gles/wadsrc/static/shaders/glsl/gammacorrection.fp

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uniform sampler2D tex;
in vec4 vTexCoord;
in vec4 vColor;
out vec4 FragColor;
void main()
{
vec3 color = texture(tex, vTexCoord.st).rgb;
// /* DEBUG */ if (vTexCoord.x > 0.5)
{
// Apply contrast
float contrast = clamp(vColor.y, 0.1, 3.0);
color = color.rgb * contrast - (contrast - 1.0) * 0.5;
// Apply gamma
float gamma = clamp(vColor.x, 0.1, 4.0);
color = sign(color) * pow(abs(color), vec3(1.0 / gamma));
// Apply brightness
float brightness = clamp(vColor.z, -0.8, 0.8);
color += brightness * 0.5;
color = clamp(color, 0.0, 1.0);
}
FragColor = vec4(color, 1.0);
}