gzdoom-gles/wadsrc/static/shaders/glsl/present.fp
drfrag666 c2a3895bfe Revert "- add dithering to present shader"
This reverts commit 60ae0915b9.

This was extremely slow on intel, the dither matrix was recreated on every frame even when not used.
2018-11-12 11:11:28 +01:00

28 lines
655 B
GLSL

in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D InputTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
uniform float Saturation;
uniform int GrayFormula;
vec4 ApplyGamma(vec4 c)
{
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);
}
void main()
{
FragColor = ApplyGamma(texture(InputTexture, TexCoord));
}