mirror of
https://github.com/ZDoom/qzdoom.git
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32 lines
744 B
GLSL
32 lines
744 B
GLSL
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varying vec2 TexCoord;
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uniform sampler2D InputTexture;
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uniform sampler2D DitherTexture;
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vec4 ApplyGamma(vec4 c)
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{
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vec3 valgray;
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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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//vec4 Dither(vec4 c)
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//{
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// if (ColorScale == 0.0)
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// return c;
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// vec2 texSize = vec2(textureSize(DitherTexture, 0));
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// float threshold = texture2D(DitherTexture, gl_FragCoord.xy / texSize).r;
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// return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
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//}
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void main()
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{
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gl_FragColor = ApplyGamma(texture2D(InputTexture, UVOffset + TexCoord * UVScale));
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}
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