Pixel-Composer/build/Windows/0/cache/sh_bw.shader

56 lines
1.6 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 brightness;
uniform int brightnessUseSurf;
uniform sampler2D brightnessSurf;
uniform vec2 contrast;
uniform int contrastUseSurf;
uniform sampler2D contrastSurf;
void main() {
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);
float bright = dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722));
if(bright > 0.5) col_bc.rgb = vec3(1.0);
else col_bc.rgb = vec3(0.0);
gl_FragColor = col_bc;
}