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[client] egl: make nightvision enhance luminosity before gain
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@ -131,7 +131,9 @@ void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque)
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if (++desktop->nvGain == 4)
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desktop->nvGain = 0;
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app_alert(LG_ALERT_INFO, "Screen Gain +%d", desktop->nvGain);
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if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
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else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
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else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
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}
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void egl_desktop_free(EGL_Desktop ** desktop)
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@ -240,7 +242,7 @@ void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
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if (desktop->nvGain)
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{
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glUniform1i(desktop->uNV, 1);
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glUniform1f(desktop->uNVGain, (float)(desktop->nvGain+1));
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glUniform1f(desktop->uNVGain, (float)desktop->nvGain);
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}
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else
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glUniform1i(desktop->uNV, 0);
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@ -10,6 +10,11 @@ uniform highp float nvGain;
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void main()
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{
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color = texture(sampler1, uv);
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if (nv == 1)
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{
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highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
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color *= 1.0 + lumi;
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color *= nvGain;
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}
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}
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@ -28,5 +28,9 @@ void main()
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color = yuv * yuv_to_rgb;
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if (nv == 1)
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{
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highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
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color *= 1.0 + lumi;
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color *= nvGain;
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}
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}
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