mirror of
https://github.com/gnif/LookingGlass.git
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62 lines
1.1 KiB
GLSL
62 lines
1.1 KiB
GLSL
#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision highp float;
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#define EGL_SCALE_AUTO 0
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#define EGL_SCALE_NEAREST 1
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#define EGL_SCALE_LINEAR 2
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#define EGL_SCALE_MAX 3
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#include "color_blind.h"
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#include "hdr.h"
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in vec2 uv;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform int scaleAlgo;
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uniform float nvGain;
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uniform int cbMode;
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uniform bool isHDR;
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uniform bool mapHDRtoSDR;
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uniform float mapHDRGain;
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uniform bool mapHDRPQ;
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void main()
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{
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switch (scaleAlgo)
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{
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case EGL_SCALE_NEAREST:
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{
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vec2 ts = vec2(textureSize(sampler1, 0));
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color = texelFetch(sampler1, ivec2(uv * ts), 0);
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break;
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}
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case EGL_SCALE_LINEAR:
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{
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color = texture(sampler1, uv);
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break;
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}
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}
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if (isHDR && mapHDRtoSDR)
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color.rgb = mapToSDR(color.rgb, mapHDRGain, mapHDRPQ);
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if (cbMode > 0)
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color = cbTransform(color, cbMode);
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if (nvGain > 0.0)
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{
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highp float lumi = (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
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if (lumi < 0.5)
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color *= atanh((1.0 - lumi) * 2.0 - 1.0) + 1.0;
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color *= nvGain;
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}
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color.a = 1.0;
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}
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