gzdoom/wadsrc/static/shaders/pp/present.fp

50 lines
1.4 KiB
GLSL

layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D InputTexture;
layout(binding=1) uniform sampler2D DitherTexture;
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 if (GrayFormula == 2) // new formula
valgray = mix(vec3(pow(dot(pow(vec3(c), vec3(2.2)), vec3(0.2126, 0.7152, 0.0722)), 1.0/2.2)), 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(c.rgb / 12.92, pow((c.rgb + 0.055) / 1.055, vec3(2.4)), 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, UVOffset + TexCoord * UVScale))));
}