mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
|
|
layout(location=0) in vec2 TexCoord;
|
|
layout(location=0) out vec4 FragColor;
|
|
|
|
layout(binding=0) uniform sampler2D InputTexture;
|
|
layout(binding=1) uniform sampler2D DitherTexture;
|
|
|
|
vec4 ApplyGamma(vec4 c)
|
|
{
|
|
c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light
|
|
|
|
vec3 valgray;
|
|
if (GrayFormula == 0)
|
|
valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
|
|
else
|
|
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 = texture(DitherTexture, gl_FragCoord.xy / texSize).r;
|
|
return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
|
|
}
|
|
|
|
vec4 sRGBtoLinear(vec4 c)
|
|
{
|
|
return vec4(mix(pow((c.rgb + 0.055) / 1.055, vec3(2.4)), c.rgb / 12.92, step(c.rgb, vec3(0.04045))), c.a);
|
|
}
|
|
|
|
vec4 ApplyHdrMode(vec4 c)
|
|
{
|
|
if (HdrMode == 0)
|
|
return c;
|
|
else
|
|
return sRGBtoLinear(c);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
FragColor = Dither(ApplyHdrMode(ApplyGamma(texture(InputTexture, UVOffset + TexCoord * UVScale))));
|
|
}
|