84 lines
1.1 KiB
GLSL
84 lines
1.1 KiB
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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}params;
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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float mod2(float x, float y)
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{
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return x - y * floor(x / y);
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}
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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void main()
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{
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vec3 outcolor = texture(Source, vTexCoord). rgb;
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vec2 res;
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res . x = params . SourceSize . x;
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res . y = params . SourceSize . y;
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float gammaed = 0.15;
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float leifx_linegamma = gammaed;
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vec2 dithet = vTexCoord . xy * res . xy;
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dithet . y = vTexCoord . y * res . y;
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float horzline1 =(mod2(dithet . y, 2.0));
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if(horzline1 < 1)leifx_linegamma = 0;
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float leifx_gamma = 1.3 - gammaed + leifx_linegamma;
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outcolor . r = pow(outcolor . r, 1.0 / leifx_gamma);
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outcolor . g = pow(outcolor . g, 1.0 / leifx_gamma);
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outcolor . b = pow(outcolor . b, 1.0 / leifx_gamma);
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FragColor = vec4(outcolor, 1.0);
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}
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