Pixel-Composer/shaders/sh_bw/sh_bw.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 brightness;
uniform int brightnessUseSurf;
uniform sampler2D brightnessSurf;
uniform vec2 contrast;
uniform int contrastUseSurf;
uniform sampler2D contrastSurf;
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void main() {
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float bri = brightness.x;
if(brightnessUseSurf == 1) {
vec4 _vMap = texture2D( brightnessSurf, v_vTexcoord );
bri = mix(brightness.x, brightness.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float con = contrast.x;
if(contrastUseSurf == 1) {
vec4 _vMap = texture2D( contrastSurf, v_vTexcoord );
con = mix(contrast.x, contrast.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
vec4 col_b = col + vec4(bri, bri, bri, 0.0);
vec4 col_bc = vec4(col_b.rgb * con, col_b.a);
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float bright = dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(bright > 0.5) col_bc.rgb = vec3(1.0);
else col_bc.rgb = vec3(0.0);
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gl_FragColor = col_bc;
}