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28 lines
486 B
GLSL
28 lines
486 B
GLSL
#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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uniform int nearest;
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uniform highp vec2 size;
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uniform int nv;
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uniform highp float nvGain;
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void main()
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{
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if(nearest == 1)
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color = texture(sampler1, uv);
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else
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color = texelFetch(sampler1, ivec2(uv * size), 0);
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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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