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Removed obsolete gamma correct shader used on macOS only
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3 changed files with 0 additions and 32 deletions
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@ -37,7 +37,6 @@ enum EEffect
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EFF_SPHEREMAP,
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EFF_BURN,
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EFF_STENCIL,
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EFF_GAMMACORRECTION,
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MAX_EFFECTS
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};
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@ -395,7 +395,6 @@ static const FEffectShader effectshaders[]=
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{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
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{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "gammacorrection", "shaders/glsl/main.vp", "shaders/glsl/gammacorrection.fp", NULL, "#define SIMPLE\n" },
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};
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@ -1,30 +0,0 @@
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uniform sampler2D tex;
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in vec4 vTexCoord;
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in vec4 vColor;
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out vec4 FragColor;
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void main()
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{
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vec3 color = texture(tex, vTexCoord.st).rgb;
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// /* DEBUG */ if (vTexCoord.x > 0.5)
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{
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// Apply contrast
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float contrast = clamp(vColor.y, 0.1, 3.0);
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color = color.rgb * contrast - (contrast - 1.0) * 0.5;
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// Apply gamma
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float gamma = clamp(vColor.x, 0.1, 4.0);
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color = sign(color) * pow(abs(color), vec3(1.0 / gamma));
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// Apply brightness
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float brightness = clamp(vColor.z, -0.8, 0.8);
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color += brightness * 0.5;
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color = clamp(color, 0.0, 1.0);
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}
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FragColor = vec4(color, 1.0);
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}
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