Ginger3D/bin/target/classes/shaders/contrastFragment.glsl

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#version 400
in vec2 textureCoords;
out vec4 out_Colour;
uniform sampler2D colourTexture;
const float brightness = 1.2;
const float contrast = 0.1;
const float saturation = 1.65;
void main(void){
out_Colour = texture(colourTexture, textureCoords);
// calculate saturation
vec3 luminanceWeights = vec3(0.299, 0.587, 0.114);
float luminance = dot(out_Colour.rgb, luminanceWeights);
out_Colour = mix(vec4(luminance), out_Colour, saturation);
// calculate contrast
out_Colour.rgb = (out_Colour.rgb - 0.5) * (1.0 + contrast) + 0.5;
// calculate brightness
out_Colour.rgb *= brightness;
}