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https://github.com/Ttanasart-pt/Pixel-Composer.git
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35 lines
948 B
GLSL
35 lines
948 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 vec2 brightness;
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uniform int brightnessUseSurf;
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uniform sampler2D brightnessSurf;
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uniform vec2 contrast;
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uniform int contrastUseSurf;
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uniform sampler2D contrastSurf;
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void main() {
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float bri = brightness.x;
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if(brightnessUseSurf == 1) {
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vec4 _vMap = texture2D( brightnessSurf, v_vTexcoord );
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bri = mix(brightness.x, brightness.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float con = contrast.x;
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if(contrastUseSurf == 1) {
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vec4 _vMap = texture2D( contrastSurf, v_vTexcoord );
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con = mix(contrast.x, contrast.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col_b = col + vec4(bri, bri, bri, 0.0);
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vec4 col_bc = vec4(col_b.rgb * con, 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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