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18 lines
445 B
GLSL
18 lines
445 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float brightness;
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uniform float contrast;
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void main() {
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col_b = col + vec4(brightness, brightness, brightness, 0.0);
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vec4 col_bc = vec4(col_b.rgb * contrast, col_b.a);
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col_bc.rgb = vec3(dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722)));
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gl_FragColor = col_bc;
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}
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