6 vec3 brightness_response;
9 uniform sampler2D source;
10 uniform sampler1D curve;
12 #pragma MSP stage(fragment)
13 layout(location=0) out vec4 frag_color;
16 vec4 incoming = texture(source, texcoord);
17 float maxc = max(incoming.r, max(incoming.g, incoming.b));
20 vec3 saturated = incoming.rgb/maxc;
21 maxc = pow(maxc*exposure+brightness_response.y, brightness_response.x)-brightness_response.z;
22 float c = min(maxc, 1.0);
23 float minc = min(saturated.r, min(saturated.g, saturated.b));
24 incoming.rgb = mix(saturated, vec3(1.0), min((maxc-c)/(1.0-minc), 1.0))*c;
26 frag_color = vec4(texture(curve, incoming.r).r, texture(curve, incoming.g).r, texture(curve, incoming.b).r, incoming.a);