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23 lines
402 B
GLSL
23 lines
402 B
GLSL
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#version 330
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D InputTexture;
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uniform float Gamma;
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uniform float Contrast;
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uniform float Brightness;
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vec4 ApplyGamma(vec4 c)
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{
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vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
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val = pow(val, vec3(1.0 / Gamma));
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val += Brightness * 0.5;
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return vec4(val, c.a);
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}
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void main()
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{
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FragColor = ApplyGamma(texture(InputTexture, TexCoord));
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}
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