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- /*
- ** 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;
- }
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