2016-07-26 19:27:02 +00:00
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2019-03-05 17:55:31 +00:00
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layout(location=0) in vec2 TexCoord;
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2018-06-12 21:52:33 +00:00
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layout(location=0) out vec4 FragColor;
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2016-07-26 19:27:02 +00:00
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2018-06-13 13:53:56 +00:00
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layout(binding=0) uniform sampler2D InputTexture;
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2018-08-07 22:54:12 +00:00
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layout(binding=1) uniform sampler2D DitherTexture;
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2016-07-26 19:27:02 +00:00
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vec4 ApplyGamma(vec4 c)
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{
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2019-04-11 01:34:34 +00:00
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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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2017-06-26 07:50:49 +00:00
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vec3 valgray;
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2017-07-02 20:59:15 +00:00
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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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2017-06-26 07:50:49 +00:00
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else
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2017-07-02 20:59:15 +00:00
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valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation);
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2017-06-25 23:33:07 +00:00
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vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5;
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2016-07-26 19:27:02 +00:00
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val += Brightness * 0.5;
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2016-09-21 19:13:10 +00:00
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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2016-07-26 19:27:02 +00:00
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return vec4(val, c.a);
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}
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2018-08-08 19:58:23 +00:00
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vec4 Dither(vec4 c)
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2018-08-07 01:03:40 +00:00
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{
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2018-08-08 19:58:23 +00:00
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if (ColorScale == 0.0)
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return c;
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2018-08-07 22:54:12 +00:00
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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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2018-08-08 19:58:23 +00:00
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return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
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2018-08-07 01:03:40 +00:00
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}
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2019-04-30 22:55:31 +00:00
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vec4 sRGBtoLinear(vec4 c)
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{
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2020-10-27 15:52:17 +00:00
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return vec4(mix(c.rgb / 12.92, pow((c.rgb + 0.055) / 1.055, vec3(2.4)), step(c.rgb, vec3(0.04045))), c.a);
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2019-04-30 22:55:31 +00:00
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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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2016-07-26 19:27:02 +00:00
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void main()
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{
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2019-04-30 22:55:31 +00:00
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FragColor = Dither(ApplyHdrMode(ApplyGamma(texture(InputTexture, UVOffset + TexCoord * UVScale))));
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2016-07-26 19:27:02 +00:00
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}
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