mirror of
https://github.com/gnif/LookingGlass.git
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88 lines
2.1 KiB
GLSL
88 lines
2.1 KiB
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 rotate;
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uniform int nv;
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uniform highp float nvGain;
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uniform int cbMode;
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void main()
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{
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highp vec2 ruv;
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if (rotate == 0) // 0
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{
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ruv = uv;
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}
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else if (rotate == 1) // 90
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{
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ruv.x = uv.y;
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ruv.y = -uv.x + 1.0f;
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}
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else if (rotate == 2) // 180
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{
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ruv.x = -uv.x + 1.0f;
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ruv.y = -uv.y + 1.0f;
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}
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else if (rotate == 3) // 270
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{
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ruv.x = -uv.y + 1.0f;
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ruv.y = uv.x;
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}
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if(nearest == 1)
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color = texture(sampler1, ruv);
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else
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color = texelFetch(sampler1, ivec2(ruv * size), 0);
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if (cbMode > 0)
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{
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highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
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highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
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highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
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highp float l, m, s;
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if (cbMode == 1) // Protanope
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{
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l = 0.0f * L + 2.02344f * M + -2.52581f * S;
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m = 0.0f * L + 1.0f * M + 0.0f * S;
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s = 0.0f * L + 0.0f * M + 1.0f * S;
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}
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else if (cbMode == 2) // Deuteranope
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{
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l = 1.000000 * L + 0.0f * M + 0.00000 * S;
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m = 0.494207 * L + 0.0f * M + 1.24827 * S;
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s = 0.000000 * L + 0.0f * M + 1.00000 * S;
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}
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else if (cbMode == 3) // Tritanope
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{
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l = 1.000000 * L + 0.000000 * M + 0.0 * S;
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m = 0.000000 * L + 1.000000 * M + 0.0 * S;
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s = -0.395913 * L + 0.801109 * M + 0.0 * S;
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}
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highp vec4 error;
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error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
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error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
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error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);
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error.a = 0.0;
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error = color - error;
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color.g += (error.r * 0.7) + (error.g * 1.0);
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color.b += (error.r * 0.7) + (error.b * 1.0);
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}
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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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