Files
Terrarum/src/shaders/ycocg_grading.frag

35 lines
707 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
out vec4 fragColor;
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
);
const vec2 boolean = vec2(0.0, 1.0);
void main() {
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]
vec4 scalar = vec4(1.0, 2.0, 2.0, 1.0);
fragColor = ycocg_to_rgb * (yog * scalar);
}