| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758 |
- #pragma anki vertShaderBegins
- #pragma anki include "shaders/SimpleVert.glsl"
- #pragma anki fragShaderBegins
- #pragma anki include "shaders/photoshop_filters.glsl"
- uniform sampler2D ppsPrePassFai;
- uniform sampler2D ppsHdrFai;
- in vec2 vTexCoords;
- layout(location = 0) out vec3 fFragColor;
- //======================================================================================================================
- // GrayScale =
- //======================================================================================================================
- vec3 grayScale(in vec3 col)
- {
- float grey = (col.r + col.g + col.b) * 0.333333333; // aka: / 3.0
- return vec3(grey);
- }
- //======================================================================================================================
- // saturation =
- //======================================================================================================================
- vec3 saturation(in vec3 col, in float factor)
- {
- const vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
- vec3 intensity = vec3(dot(col, lumCoeff));
- return mix(intensity, col, factor);
- }
- //======================================================================================================================
- // main =
- //======================================================================================================================
- void main(void)
- {
- fFragColor = texture2D(ppsPrePassFai, vTexCoords).rgb;
- /*const float gamma = 0.7;
- color.r = pow(color.r, 1.0 / gamma);
- color.g = pow(color.g, 1.0 / gamma);
- color.b = pow(color.b, 1.0 / gamma);*/
- #if defined(HDR_ENABLED)
- vec3 hdr = texture2D(ppsHdrFai, vTexCoords).rgb;
- fFragColor += hdr;
- #endif
- fFragColor = BlendHardLight(vec3(0.6, 0.62, 0.4), fFragColor);
- }
|