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@@ -38,7 +38,7 @@ uniform float g_fMiddleGray;
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uniform float g_fWhiteCutoff;
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uniform float g_fWhiteCutoff;
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uniform float g_fEnableBlueShift;
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uniform float g_fEnableBlueShift;
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-uniform vec3 g_fBlueShiftColor;
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+uniform vec3 g_fBlueShiftColor;
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uniform float g_fBloomScale;
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uniform float g_fBloomScale;
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@@ -92,7 +92,7 @@ void main()
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// Lerp between current color and blue, desaturated copy
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// Lerp between current color and blue, desaturated copy
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vec3 rodColor = dot( _sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
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vec3 rodColor = dot( _sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
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_sample.rgb = mix( _sample.rgb, rodColor, coef );
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_sample.rgb = mix( _sample.rgb, rodColor, coef );
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-
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+
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rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
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rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
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bloom.rgb = mix( bloom.rgb, rodColor, coef );
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bloom.rgb = mix( bloom.rgb, rodColor, coef );
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}
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}
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@@ -105,5 +105,17 @@ void main()
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_sample.g = texture( colorCorrectionTex, _sample.g ).g;
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_sample.g = texture( colorCorrectionTex, _sample.g ).g;
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_sample.b = texture( colorCorrectionTex, _sample.b ).b;
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_sample.b = texture( colorCorrectionTex, _sample.b ).b;
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+ // Apply contrast
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+ _sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
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+
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+ // Apply brightness
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+ //_sample.rgb += Brightness;
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+
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+ //tonemapping - TODO fix up eye adaptation
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+ if ( g_fEnableToneMapping > 0.0f )
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+ {
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+ _sample.rgb = tonemap(_sample.rgb);
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+ }
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+
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OUT_col = _sample;
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OUT_col = _sample;
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}
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}
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