mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
Removed obsolete gamma correct shader used on macOS only
This commit is contained in:
parent
39059b3b5c
commit
7de242930a
3 changed files with 0 additions and 32 deletions
|
@ -37,7 +37,6 @@ enum EEffect
|
||||||
EFF_SPHEREMAP,
|
EFF_SPHEREMAP,
|
||||||
EFF_BURN,
|
EFF_BURN,
|
||||||
EFF_STENCIL,
|
EFF_STENCIL,
|
||||||
EFF_GAMMACORRECTION,
|
|
||||||
|
|
||||||
MAX_EFFECTS
|
MAX_EFFECTS
|
||||||
};
|
};
|
||||||
|
|
|
@ -395,7 +395,6 @@ static const FEffectShader effectshaders[]=
|
||||||
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
|
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
|
||||||
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||||
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||||
{ "gammacorrection", "shaders/glsl/main.vp", "shaders/glsl/gammacorrection.fp", NULL, "#define SIMPLE\n" },
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,30 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
Loading…
Reference in a new issue