qzdoom/wadsrc/static/shaders_gles/pp/present.fp

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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));
}