mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-15 08:52:02 +00:00
32 lines
744 B
GLSL
32 lines
744 B
GLSL
|
|
varying vec2 TexCoord;
|
|
|
|
uniform sampler2D InputTexture;
|
|
uniform sampler2D DitherTexture;
|
|
|
|
vec4 ApplyGamma(vec4 c)
|
|
{
|
|
vec3 valgray;
|
|
|
|
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 = texture2D(DitherTexture, gl_FragCoord.xy / texSize).r;
|
|
// return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
|
|
//}
|
|
|
|
|
|
void main()
|
|
{
|
|
gl_FragColor = ApplyGamma(texture2D(InputTexture, UVOffset + TexCoord * UVScale));
|
|
}
|