qzdoom/wadsrc/static/shaders/glsl/present.fp
2018-08-07 03:03:40 +02:00

37 lines
1.1 KiB
GLSL

in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D InputTexture;
vec4 ApplyGamma(vec4 c)
{
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);
}
float DitherMatrix[16] = float[](
0.0 / 16.0 - 0.5, 8.0 / 16.0 - 0.5, 2.0 / 16.0 - 0.5, 10.0 / 16.0 - 0.5,
12.0 / 16.0 - 0.5, 4.0 / 16.0 - 0.5, 14.0 / 16.0 - 0.5, 6.0 / 16.0 - 0.5,
3.0 / 16.0 - 0.5, 11.0 / 16.0 - 0.5, 1.0 / 16.0 - 0.5, 9.0 / 16.0 - 0.5,
15.0 / 16.0 - 0.5, 7.0 / 16.0 - 0.5, 13.0 / 16.0 - 0.5, 5.0 / 16.0 - 0.5
);
vec4 Dither(vec4 c, float colorscale)
{
ivec2 pos = ivec2(gl_FragCoord.xy) & 3;
float threshold = DitherMatrix[pos.x + (pos.y << 2)];
return vec4(floor(c.rgb * colorscale + threshold) / colorscale, c.a);
}
void main()
{
FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)), 255.0);
}