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- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
- changed the math to use the 'mix' formula
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1 changed files with 3 additions and 6 deletions
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@ -12,13 +12,10 @@ uniform int GrayFormula;
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vec4 ApplyGamma(vec4 c)
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vec4 ApplyGamma(vec4 c)
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{
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{
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vec3 valgray;
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vec3 valgray;
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if (Saturation != 1.0) // attempt to cool things a bit, this calculation makes the GPU run really hot
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if (GrayFormula == 0)
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if (GrayFormula == 0)
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valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
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valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
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else
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else
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valgray = vec3(0.3 * c.r + 0.56 * c.g + 0.14 * c.b) * (1 - Saturation) + c.rgb * Saturation;
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valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation);
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else
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valgray = c.rgb;
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vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5;
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vec3 val = valgray * Contrast - (Contrast - 1.0) * 0.5;
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val += Brightness * 0.5;
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val += Brightness * 0.5;
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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