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https://github.com/ZDoom/qzdoom.git
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37 lines
1.1 KiB
GLSL
37 lines
1.1 KiB
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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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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float DitherMatrix[16] = float[](
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0.0 / 16.0 - 0.5, 8.0 / 16.0 - 0.5, 2.0 / 16.0 - 0.5, 10.0 / 16.0 - 0.5,
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12.0 / 16.0 - 0.5, 4.0 / 16.0 - 0.5, 14.0 / 16.0 - 0.5, 6.0 / 16.0 - 0.5,
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3.0 / 16.0 - 0.5, 11.0 / 16.0 - 0.5, 1.0 / 16.0 - 0.5, 9.0 / 16.0 - 0.5,
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15.0 / 16.0 - 0.5, 7.0 / 16.0 - 0.5, 13.0 / 16.0 - 0.5, 5.0 / 16.0 - 0.5
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);
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vec4 Dither(vec4 c, float colorscale)
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{
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ivec2 pos = ivec2(gl_FragCoord.xy) & 3;
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float threshold = DitherMatrix[pos.x + (pos.y << 2)];
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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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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)), 255.0);
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}
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