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- #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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