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https://github.com/ZDoom/gzdoom-gles.git
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98607f594e
# Conflicts: # src/rendering/gl/renderer/gl_postprocess.cpp # src/rendering/gl/renderer/gl_stereo3d.cpp # src/rendering/hwrenderer/postprocessing/hw_postprocess.h # src/rendering/vulkan/renderer/vk_postprocess.cpp # wadsrc/static/shaders/glsl/present.fp # Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/stereo3d/gl_interleaved3d.cpp # src/hwrenderer/postprocessing/hw_presentshader.h
55 lines
1.4 KiB
GLSL
55 lines
1.4 KiB
GLSL
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in vec2 TexCoord;
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out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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uniform float InvGamma;
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uniform float Contrast;
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uniform float Brightness;
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uniform float Saturation;
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uniform int GrayFormula;
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layout(binding=1) uniform sampler2D DitherTexture;
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uniform float ColorScale;
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uniform int HdrMode;
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vec4 ApplyGamma(vec4 c)
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{
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c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light
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vec3 valgray;
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if (GrayFormula == 0)
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valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
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else
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valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation);
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vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5;
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val += Brightness * 0.5;
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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return vec4(val, c.a);
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}
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vec4 Dither(vec4 c)
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{
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if (ColorScale == 0.0)
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return c;
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vec2 texSize = vec2(textureSize(DitherTexture, 0));
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float threshold = texture(DitherTexture, gl_FragCoord.xy / texSize).r;
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return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
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}
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vec4 sRGBtoLinear(vec4 c)
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{
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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);
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}
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vec4 ApplyHdrMode(vec4 c)
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{
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if (HdrMode == 0)
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return c;
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else
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return sRGBtoLinear(c);
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}
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void main()
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{
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FragColor = Dither(ApplyHdrMode(ApplyGamma(texture(InputTexture, TexCoord))));
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}
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