/* ** Copyright (c) 2012, Romain Dura romain@shazbits.com ** ** Permission to use, copy, modify, and/or distribute this software for any ** purpose with or without fee is hereby granted, provided that the above ** copyright notice and this permission notice appear in all copies. ** ** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES ** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF ** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY ** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES ** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR ** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* ** Contrast, saturation, brightness ** Code of this function is from TGM's shader pack ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 */ /* ** 2013 adapted for Extended View Toolkit by Marian Weger */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect tex0; uniform float brt; uniform float sat; uniform float con; uniform float AvgLumR; uniform float AvgLumG; uniform float AvgLumB; void main(void) { vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y)); const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color_old.rgb * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); vec4 color_new = vec4(conColor.rgb, color_old.a); gl_FragColor = color_new; }