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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.
- */
- /*
- ** Gamma correction
- ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
- */
- /*
- ** Levels control (input (+gamma), output)
- ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
- */
- /*
- ** 2013 adapted for Extended View Toolkit by Marian Weger
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect tex0;
- uniform float gamma;
- uniform vec3 minInput;
- uniform vec3 maxInput;
- uniform vec3 minOutput;
- uniform vec3 maxOutput;
- void main(void)
- {
- vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
- vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y));
-
- vec3 LevelsControlInputRange = min(max(color_old.rgb - minInput, vec3(0.0)) / (maxInput - minInput), vec3(1.0));
- vec3 LevelsControlInput = pow(LevelsControlInputRange, vec3(1.0 / gamma));
- vec3 LevelsControl = mix(minOutput, maxOutput, LevelsControlInput);
- vec4 color_new = vec4(LevelsControl, color_old.a);
- gl_FragColor = color_new;
- }
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