in vec2 TexCoord; out vec4 FragColor; layout(binding=0) uniform sampler2D InputTexture; uniform float InvGamma; uniform float Contrast; uniform float Brightness; uniform float Saturation; uniform int GrayFormula; layout(binding=1) uniform sampler2D DitherTexture; uniform float ColorScale; uniform int HdrMode; vec4 ApplyGamma(vec4 c) { c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light vec3 valgray; if (GrayFormula == 0) valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation; else valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation); vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5; val += Brightness * 0.5; val = pow(max(val, vec3(0.0)), vec3(InvGamma)); return vec4(val, c.a); } vec4 Dither(vec4 c) { if (ColorScale == 0.0) return c; vec2 texSize = vec2(textureSize(DitherTexture, 0)); float threshold = texture(DitherTexture, gl_FragCoord.xy / texSize).r; return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a); } vec4 sRGBtoLinear(vec4 c) { return vec4(mix(pow((c.rgb + 0.055) / 1.055, vec3(2.4)), c.rgb / 12.92, step(c.rgb, vec3(0.04045))), c.a); } vec4 ApplyHdrMode(vec4 c) { if (HdrMode == 0) return c; else return sRGBtoLinear(c); } void main() { FragColor = Dither(ApplyHdrMode(ApplyGamma(texture(InputTexture, TexCoord)))); }