#ifdef GL_ES precision mediump float; #endif vec4 gammaIn(vec4 col) { return pow(col, vec4(2.2)); } vec4 gammaOut(vec4 col) { return pow(col, vec4(1.0 / 2.2)); } in vec4 v_color; // unused! in vec2 v_texCoords; uniform sampler2D u_texture; const vec2 boolean = vec2(0.0, 1.0); const mat4 rgb_to_ycocg = mat4( 0.25, 1.0, -0.5, 0.0, 0.5, 0.0, 1.0, 0.0, 0.25, -1.0, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); const mat4 ycocg_to_rgb = mat4( 1.0, 1.0, 1.0, 0.0, 0.5, 0.0, -0.5, 0.0, -0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0); out vec4 fragColor; void main(void) { // convert input RGB into YCoCg vec4 incolour = texture(u_texture, v_texCoords); vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1] // Do colour-grading magic vec4 sgn = sign(yog); vec4 absval = abs(yog); vec4 raised = pow(absval, boolean.yyyy / vibrancy); vec4 newColour = sgn * raised; // Dither the output vec4 graded = ycocg_to_rgb * newColour; fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A }