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- #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;
- }
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