qzdoom/wadsrc/static/shaders/glsl/present.fp

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in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D InputTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
vec4 ApplyGamma(vec4 c)
{
vec3 val = max(c.rgb * Contrast - (Contrast - 1.0) * 0.5, vec3(0.0));
val = pow(val, vec3(InvGamma));
val += Brightness * 0.5;
return vec4(val, c.a);
}
void main()
{
FragColor = ApplyGamma(texture(InputTexture, TexCoord));
}