qzdoom/wadsrc/static/shaders/glsl/present.fp
Christoph Oelckers ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00

23 lines
549 B
GLSL

in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
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);
}
void main()
{
FragColor = ApplyGamma(texture(InputTexture, TexCoord));
}