- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)

- changed the math to use the 'mix' formula
This commit is contained in:
Rachael Alexanderson 2017-07-02 16:59:15 -04:00
parent 0d8b7c55ef
commit b4915d624d

View file

@ -12,13 +12,10 @@ uniform int GrayFormula;
vec4 ApplyGamma(vec4 c) vec4 ApplyGamma(vec4 c)
{ {
vec3 valgray; vec3 valgray;
if (Saturation != 1.0) // attempt to cool things a bit, this calculation makes the GPU run really hot
if (GrayFormula == 0) if (GrayFormula == 0)
valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation; valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
else else
valgray = vec3(0.3 * c.r + 0.56 * c.g + 0.14 * c.b) * (1 - Saturation) + c.rgb * Saturation; valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation);
else
valgray = c.rgb;
vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5; vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5;
val += Brightness * 0.5; val += Brightness * 0.5;
val = pow(max(val, vec3(0.0)), vec3(InvGamma)); val = pow(max(val, vec3(0.0)), vec3(InvGamma));