2022-01-13 05:24:03 +01:00
|
|
|
varying vec2 v_vTexcoord;
|
|
|
|
varying vec4 v_vColour;
|
|
|
|
|
2023-12-22 14:46:54 +01:00
|
|
|
uniform vec2 brightness;
|
|
|
|
uniform int brightnessUseSurf;
|
|
|
|
uniform sampler2D brightnessSurf;
|
|
|
|
|
|
|
|
uniform vec2 contrast;
|
|
|
|
uniform int contrastUseSurf;
|
|
|
|
uniform sampler2D contrastSurf;
|
2022-01-13 05:24:03 +01:00
|
|
|
|
|
|
|
void main() {
|
2023-12-22 14:46:54 +01:00
|
|
|
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);
|
2022-01-13 05:24:03 +01:00
|
|
|
|
|
|
|
float bright = dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722));
|
2023-12-22 14:46:54 +01:00
|
|
|
if(bright > 0.5) col_bc.rgb = vec3(1.0);
|
|
|
|
else col_bc.rgb = vec3(0.0);
|
2022-01-13 05:24:03 +01:00
|
|
|
|
|
|
|
gl_FragColor = col_bc;
|
|
|
|
}
|