mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
b4915d624d
- changed the math to use the 'mix' formula
28 lines
655 B
GLSL
28 lines
655 B
GLSL
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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 InvGamma;
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uniform float Contrast;
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uniform float Brightness;
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uniform float Saturation;
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uniform int GrayFormula;
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vec4 ApplyGamma(vec4 c)
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{
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vec3 valgray;
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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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else
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valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation);
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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 = pow(max(val, vec3(0.0)), vec3(InvGamma));
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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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