mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
55 lines
1.1 KiB
GLSL
55 lines
1.1 KiB
GLSL
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#ifdef GL_ES
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precision mediump float;
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#endif
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vec4 gammaIn(vec4 col) {
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return pow(col, vec4(2.2));
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}
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vec4 gammaOut(vec4 col) {
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return pow(col, vec4(1.0 / 2.2));
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}
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in vec4 v_color; // unused!
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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const vec2 boolean = vec2(0.0, 1.0);
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const mat4 rgb_to_ycocg = mat4(
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0.25, 1.0, -0.5, 0.0,
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0.5, 0.0, 1.0, 0.0,
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0.25, -1.0, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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const mat4 ycocg_to_rgb = mat4(
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1.0, 1.0, 1.0, 0.0,
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0.5, 0.0, -0.5, 0.0,
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-0.5, 0.5, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
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out vec4 fragColor;
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void main(void) {
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// convert input RGB into YCoCg
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vec4 incolour = texture(u_texture, v_texCoords);
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vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
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// Do colour-grading magic
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vec4 sgn = sign(yog);
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vec4 absval = abs(yog);
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vec4 raised = pow(absval, boolean.yyyy / vibrancy);
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vec4 newColour = sgn * raised;
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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} |